tag:blogger.com,1999:blog-18887984351787921652024-03-17T23:59:27.279-03:00Knight of HammerUm local para pesquisar sobre Tormenta e Forgottem RealmsJfjuniorhttp://www.blogger.com/profile/06489839029081384326noreply@blogger.comBlogger1224125tag:blogger.com,1999:blog-1888798435178792165.post-32890094003832158562024-03-15T18:36:00.002-03:002024-03-15T18:36:05.294-03:00Dungeons & Dragons chegando ao HeroClix<p> <span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Wizkids abriu </span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">pré-encomendas de HeroClix Iconix: Eye of the Beholder</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span><br /><br />
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<div class="bbImageWrapper js-lbImage" data-caption="<h4>dndx1-001_beholder_hiresrender_20_for_20web_20_1_1024x1024.png</h4><p><a href="https:&#x2F;&#x2F;www-enworld-org.translate.goog&#x2F;threads&#x2F;dungeons-dragons-coming-to-heroclix.703148&#x2F;?_x_tr_sl&#x3D;en&amp;_x_tr_tl&#x3D;pt&amp;_x_tr_hl&#x3D;pt-BR&amp;_x_tr_pto&#x3D;sc#post-9289944" class="js-lightboxCloser">Abstruse · Mar 15, 2024 at 7:59 AM</a> · <a href="/media/dndx1-001_beholder_hiresrender_20_for_20web_20_1_1024x1024-png.138286/"><i class="fa--xf far fa-camera" aria-hidden="true"></i> View media item</a></p>" data-fancybox="lb-post-9289944" data-lb-caption-extra-html=" · <a href="/media/dndx1-001_beholder_hiresrender_20_for_20web_20_1_1024x1024-png.138286/"><i class="fa--xf far fa-camera" aria-hidden="true"></i> View media item</a>" data-lb-sidebar-href="/media/dndx1-001_beholder_hiresrender_20_for_20web_20_1_1024x1024-png.138286/?lightbox=1" data-single-image="1" data-src="https://www.enworld.org/attachments/dndx1-001_beholder_hiresrender_20_for_20web_20_1_1024x1024-png.351714/" style="cursor: pointer;" title="dndx1-001_beholder_hiresrender_20_for_20web_20_1_1024x1024.png"><img alt="dndx1-001_beholder_hiresrender_20_for_20web_20_1_1024x1024.png" class="bbImage" data-url="" data-zoom-target="1" height="640" src="https://www.enworld.org/attachments/dndx1-001_beholder_hiresrender_20_for_20web_20_1_1024x1024-png.351714/" title="dndx1-001_beholder_hiresrender_20_for_20web_20_1_1024x1024.png" width="640" />
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Apesar de um relacionamento de anos entre a
Wizards of the Coast e a WizKids, o próximo lançamento do Eye of the
Beholder marca a primeira vez que Dungeons & Dragons chegou ao jogo
de combate em miniatura, HeroClix. </span><span style="vertical-align: inherit;">O
conjunto contará com uma figura premium pré-pintada do Beholder e seu
cartão de poder, dois objetos 3D em bases (uma pilha de tesouro com um
baú e uma pilha de tesouro com uma mochila) com suas cartas, um mapa e
1d20.</span></span><br /><br />
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<div class="bbImageWrapper js-lbImage" data-caption="<h4>dndx1-s001_treasurechest_hiresrender_20_for_20web_20_1_1024x1024.png</h4><p><a href="https:&#x2F;&#x2F;www-enworld-org.translate.goog&#x2F;threads&#x2F;dungeons-dragons-coming-to-heroclix.703148&#x2F;?_x_tr_sl&#x3D;en&amp;_x_tr_tl&#x3D;pt&amp;_x_tr_hl&#x3D;pt-BR&amp;_x_tr_pto&#x3D;sc#post-9289944" class="js-lightboxCloser">Abstruse · Mar 15, 2024 at 7:59 AM</a> · <a href="/media/dndx1-s001_treasurechest_hiresrender_20_for_20web_20_1_1024x1024-png.138287/"><i class="fa--xf far fa-camera" aria-hidden="true"></i> View media item</a></p>" data-fancybox="lb-post-9289944" data-lb-caption-extra-html=" · <a href="/media/dndx1-s001_treasurechest_hiresrender_20_for_20web_20_1_1024x1024-png.138287/"><i class="fa--xf far fa-camera" aria-hidden="true"></i> View media item</a>" data-lb-sidebar-href="/media/dndx1-s001_treasurechest_hiresrender_20_for_20web_20_1_1024x1024-png.138287/?lightbox=1" data-single-image="1" data-src="https://www.enworld.org/attachments/dndx1-s001_treasurechest_hiresrender_20_for_20web_20_1_1024x1024-png.351715/" style="cursor: pointer;" title="dndx1-s001_treasurechest_hiresrender_20_for_20web_20_1_1024x1024.png"><img alt="dndx1-s001_treasurechest_hiresrender_20_for_20web_20_1_1024x1024.png" class="bbImage" data-url="" data-zoom-target="1" height="640" src="https://www.enworld.org/attachments/dndx1-s001_treasurechest_hiresrender_20_for_20web_20_1_1024x1024-png.351715/" title="dndx1-s001_treasurechest_hiresrender_20_for_20web_20_1_1024x1024.png" width="640" />
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<div class="bbImageWrapper js-lbImage" data-caption="<h4>dndx1-s002_bagofholding_hiresrender_20_for_20web_20_1_1024x1024.png</h4><p><a href="https:&#x2F;&#x2F;www-enworld-org.translate.goog&#x2F;threads&#x2F;dungeons-dragons-coming-to-heroclix.703148&#x2F;?_x_tr_sl&#x3D;en&amp;_x_tr_tl&#x3D;pt&amp;_x_tr_hl&#x3D;pt-BR&amp;_x_tr_pto&#x3D;sc#post-9289944" class="js-lightboxCloser">Abstruse · Mar 15, 2024 at 7:59 AM</a> · <a href="/media/dndx1-s002_bagofholding_hiresrender_20_for_20web_20_1_1024x1024-png.138288/"><i class="fa--xf far fa-camera" aria-hidden="true"></i> View media item</a></p>" data-fancybox="lb-post-9289944" data-lb-caption-extra-html=" · <a href="/media/dndx1-s002_bagofholding_hiresrender_20_for_20web_20_1_1024x1024-png.138288/"><i class="fa--xf far fa-camera" aria-hidden="true"></i> View media item</a>" data-lb-sidebar-href="/media/dndx1-s002_bagofholding_hiresrender_20_for_20web_20_1_1024x1024-png.138288/?lightbox=1" data-single-image="1" data-src="https://www.enworld.org/attachments/dndx1-s002_bagofholding_hiresrender_20_for_20web_20_1_1024x1024-png.351716/" style="cursor: pointer;" title="dndx1-s002_bagofholding_hiresrender_20_for_20web_20_1_1024x1024.png"><img alt="dndx1-s002_bagofholding_hiresrender_20_for_20web_20_1_1024x1024.png" class="bbImage" data-url="" data-zoom-target="1" height="640" src="https://www.enworld.org/attachments/dndx1-s002_bagofholding_hiresrender_20_for_20web_20_1_1024x1024-png.351716/" title="dndx1-s002_bagofholding_hiresrender_20_for_20web_20_1_1024x1024.png" width="640" />
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O conjunto está disponível para encomenda no quarto trimestre de 2024 com preço de varejo de US$ 24,99.
</span></span><script src="moz-extension://bc13062b-f7c1-4af4-b79f-2ba1c15249cb/js/app.js" type="text/javascript"></script>Jfjuniorhttp://www.blogger.com/profile/06489839029081384326noreply@blogger.com0tag:blogger.com,1999:blog-1888798435178792165.post-89530026428811090772024-03-08T12:34:00.001-03:002024-03-08T12:35:02.888-03:00Financiamento Revista Tormenta<p> <b>O projeto</b></p><div class="fontsize-base" itemprop="about"><p><img height="172" src="https://s3-sa-east-1.amazonaws.com/cdn.br.catarse/uploads/redactor_rails/picture/data/531147/c0b4cdd2-72d6-47aa-a912-f5f849bcb74c.png" width="675" />
</p>
<p>A cada mês, a <i>Revista Tormenta20</i> traz uma <b>aventura inédita e completa</b>, com fichas, mapas de batalha e tokens. As aventuras são sequenciais e <b>formam uma campanha canônica</b>, com grandes repercussões na história de Arton!<br />
</p>
<p>Cada aventura é dividida em quatro partes, e cada parte dura uma
sessão de jogo. Assim, cada aventura é suficiente para quatro sessões —
ou <b>um mês de jogo</b>, se você jogar uma vez por semana.
</p>
<p>Criada por <b>Thiago Rosa</b>, <b>Glauco Lessa</b>, <b>J. M. Trevisan</b>, <b>Karen Soarele</b> e <b>Guilherme Dei Svaldi</b>,<b></b> a <i>Revista Tormenta20</i> é a porta de entrada ideal para iniciantes, mas também traz desafios e novidades à altura dos fãs mais veteranos!
</p>
<p><br />
</p>
<p><img height="507" src="https://s3-sa-east-1.amazonaws.com/cdn.br.catarse/uploads/redactor_rails/picture/data/532300/e5e7f31d-301c-40ff-b0aa-7b90193526d3.png" width="640" />
</p>
<p><img height="197" src="https://s3-sa-east-1.amazonaws.com/cdn.br.catarse/uploads/redactor_rails/picture/data/526365/efc76a86-9441-4c90-bb9f-29603971ef72.png" width="640" />
</p>
<p>A <i>Revista Tormenta20</i> é a fonte oficial de aventuras do maior RPG do Brasil! <b>Todo mês, ela traz:</b><img height="433" src="https://s3-sa-east-1.amazonaws.com/cdn.br.catarse/uploads/redactor_rails/picture/data/526396/965e574a-642f-49ee-b9f6-140f33ab472d.png" width="640" />
</p>
<p><b></b><img height="640" src="https://s3-sa-east-1.amazonaws.com/cdn.br.catarse/uploads/redactor_rails/picture/data/526394/b258c36a-f98c-4313-bb30-f8f8d9dd4536.png" width="630" />
</p>
<p><br />
</p>
<p>Acesse nosso servidor no Discord! Ele possui uma <b>sala de bate-papo exclusiva para apoiadores de nível Conselheiro</b>, tanto da <i>Revista Tormenta20</i> quanto da <i>Dragão Brasil</i>. Você também pode fazer parte do <b>grupo de Conselheiros das revistas no Facebook</b> e trocar ideias com o pessoal sobre RPG, conversar sobre as matérias e até interagir com os autores de <i>Tormenta</i>!
</p>
<p><br />
</p>
<p style="text-align: center;"><a href="https://discord.com/channels/1141730666908745823/1214257781197119530" target="_blank"><img alt="Discord" src="https://s3-sa-east-1.amazonaws.com/cdn.br.catarse/uploads/redactor_rails/picture/data/531154/aff461f8-16ff-4dc9-bfaf-cabac2027be8.png" /></a><a href="https://web.facebook.com/groups/1286714101353363" target="_blank"><img alt="Facebook" src="https://s3-sa-east-1.amazonaws.com/cdn.br.catarse/uploads/redactor_rails/picture/data/531155/848aa2f7-bd1a-48a6-a62b-1d09b78391cb.png" /></a>
</p>
<p style="text-align: center;"><br />
</p>
<p><img height="221" src="https://s3-sa-east-1.amazonaws.com/cdn.br.catarse/uploads/redactor_rails/picture/data/526395/eaee9a77-cc1c-48ac-9e3f-4dd47c620e2d.png" width="666" />Você pode assinar a revista em dois níveis: <b>Desbravador</b> ou <b>Conselheiro</b>.
</p>
<p>
</p>
<p><img height="596" src="https://s3-sa-east-1.amazonaws.com/cdn.br.catarse/uploads/redactor_rails/picture/data/532301/33637b4e-681a-4060-92d6-589796dae64c.png" width="677" />
</p>
<p><span class="redactor-invisible-space">Você prepara seus suprimentos, se reúne com seus companheiros e parte para explorar Arton! Todo mês, você recebe a <i>Revista Tormenta20</i> com <b>seu nome nos agradecimentos</b>, <b>3 mapas de batalha</b> e <b>tokens de todas as criaturas e NPCs da aventura</b>. Os mapas e os tokens são disponibilizados<span class="redactor-invisible-space"> em formatos de PDF e de imagem, prontos para você imprimir ou usar na plataforma de jogo on-line de sua preferência.</span></span>
</p>
<p><span class="redactor-invisible-space"><span class="redactor-invisible-space"><br /></span></span>
</p>
<p><span class="redactor-invisible-space"><span class="redactor-invisible-space"><img height="611" src="https://s3-sa-east-1.amazonaws.com/cdn.br.catarse/uploads/redactor_rails/picture/data/532302/cbf098ad-a0e0-4f17-8f22-216a8ebe56a0.png" width="681" /><br /></span></span>
</p>
<p><span class="redactor-invisible-space"><span class="redactor-invisible-space">Você vai além de proteger e guardar Arton, e decide se envolver de forma mais ativa na comunidade de <i>Tormenta20</i>. Em recompensa por seu serviço, você recebe também a <b>revista <i>Dragão Brasil</i> com todos os seus extras</b>, um <b>cupom de 5% de desconto</b> para usar em quaisquer compras <b>no site da Jambô</b> e <b>acesso aos grupos exclusivos dos Conselheiros</b>, no <a href="https://web.facebook.com/groups/1286714101353363" target="_blank">Facebook</a> e no <a href="https://discord.com/channels/1141730666908745823/1214257781197119530" target="_blank">Discord</a> da editora, onde pode interagir com os redatores de <i>Duelo de Dragões,</i> da <i>Dragão Brasil </i>e com os autores de <i>Tormenta</i>, além de conversar com outros jogadores.</span></span>
</p>
<p><span class="redactor-invisible-space"><span class="redactor-invisible-space"><br /></span></span>
</p>
<p><span class="redactor-invisible-space"></span>
</p>
<p><span class="redactor-invisible-space"></span>
</p>
<hr />
<p><br />
</p>
<p><img height="821" src="https://s3-sa-east-1.amazonaws.com/cdn.br.catarse/uploads/redactor_rails/picture/data/526323/8f36e0c3-e10c-4cfe-abe9-21069e554f62.png" width="685" />
</p>
<p><b><i>Duelo de Dragões</i> é a primeira campanha da </b><i><b>Revista Tormenta20</b></i> e trará uma história épica ambientada no mundo de Arton. A campanha<b> levará os personagens do 1º ao 20º nível, sendo um nível por edição.</b>
Assim, a campanha inteira durará mais de um ano e meio, ao longo do
qual você poderá acompanhar o desenvolvimento dessa saga junto com todos
os outros grupos!
</p>
<p><img height="371" src="https://s3-sa-east-1.amazonaws.com/cdn.br.catarse/uploads/redactor_rails/picture/data/526441/cfcfecaa-2e51-4fb9-a1ef-6fb460cc96e3.png" width="695" />
</p>
<p>A campanha é <b>excelente para iniciantes</b>, trazendo dicas de alguns dos mestres mais veteranos do RPG nacional. Mas, se você já é experiente, <i>Duelo de Dragões</i> é repleta de <b>desafios e mistérios</b>, além de envolver figuras lendárias de Arton!
</p>
<p><span class="redactor-invisible-space">Assine a <i>Revista Tormenta20</i> e garanta agora uma campanha completa para sua mesa, cheia de reviravoltas, descobertas e… <b>dragões!<br /><br /></b></span>
</p>
<hr />
<p><span class="redactor-invisible-space"><b></b></span>
</p>
<p><br /><b><img height="231" src="https://s3-sa-east-1.amazonaws.com/cdn.br.catarse/uploads/redactor_rails/picture/data/526317/b2001c5b-f4bc-4f2e-8566-c4738c14e7db.png" width="707" /></b>A <i>Dragão Brasil</i> e a <i>Revista Tormenta20</i> são publicações próprias, com objetivos distintos. A <i>Dragão</i> é focada em colunas e conteúdo de jogo, enquanto a <i>Revista Tormenta20</i>
é focada em aventuras. Contudo, se você quiser ter acesso às duas e
aproveitar ao máximo todos os benefícios, basta apoiar no nível
Conselheiro: <b>todos os Conselheiros da <i>Revista Tormenta20</i> e da <i>Dragão Brasil</i> recebem as duas revistas, com os mesmos benefícios.</b>
</p>
<p>Assim, ninguém precisa trocar de assinatura, ou abrir mão de uma pela
outra. Além disso, os Conselheiros de ambas as revistas têm acesso aos
mesmos grupos exclusivos para ver prévias e bastidores, sugerir pautas
e, principalmente, conversar com outros leitores para trocar ideias e
experiências!
</p>
<p><br />
</p>
<p><a href="https://apoia.se/dragaobrasil" target="_blank"><img alt="Dragão Brasil" height="75" src="https://s3-sa-east-1.amazonaws.com/cdn.br.catarse/uploads/redactor_rails/picture/data/531190/10e9db66-22c6-4790-9d61-92e3cb87900b.png" width="678" /></a>
</p>
<p><br />
</p>
<hr />
<p><img height="864" src="https://s3-sa-east-1.amazonaws.com/cdn.br.catarse/uploads/redactor_rails/picture/data/529914/79b52ed6-ba14-4578-9907-498fe5571e8f.png" width="677" /><img height="940" src="https://s3-sa-east-1.amazonaws.com/cdn.br.catarse/uploads/redactor_rails/picture/data/532127/ffb76c9a-407e-4b46-8509-4d0db132e3db.png" width="683" />
</p>
<p><br />
</p>
<hr />
<p><br />
</p>
<p><img height="185" src="https://s3-sa-east-1.amazonaws.com/cdn.br.catarse/uploads/redactor_rails/picture/data/529917/f54a901f-6c15-4a81-b7d4-06622965fa42.png" width="640" /><br />
</p>
<h3>Por que a <i>Revista Tormenta20 </i>precisa de um projeto exclusivo?</h3>
<p>Inicialmente, a <i>Revista Tormenta20</i> seria uma recompensa apenas para os Conselheiros da <i>Dragão Brasil</i>.
No entanto, um financiamento recorrente exclusivo permite que mais
pessoas possam assiná-la isoladamente, caso prefiram receber apenas o
conteúdo da aventura.
</p>
<h3>Qual é a periodicidade da revista?</h3>
<p>A revista é <b>mensal</b> e será publicada na <b>última quarta-feira de cada mês</b>. Conselheiros recebem um dia antes — ou seja, na terça-feira.
</p>
<h3>Minha assinatura dá acesso imediato à revista?</h3>
<p><b>Antes de 27/3:</b>
Ainda não, mas assinando <b>hoje</b> você receberá a revista <b>por e-mail no dia do lançamento!</b> A primeira edição será lançada para todos os apoiadores no dia <b>27/03/2024.</b> Ao assinar no nível Conselheiro, você recebe todas as edições um dia antes.
</p>
<p><b>A partir de 27/3:</b>
Sim! Ao realizar sua assinatura, você recebe acesso ao Mural dos
apoiadores, onde está publicada a edição mais recente da revista. É só
baixar e chamar a galera pra jogar! Além disso, ao assinar no nível
Conselheiro, você recebe todas as edições um dia antes.<br />
</p>
<h3>Fiz a assinatura e não consegui baixar a revista! O que faço?</h3>
<p>Fique tranquilo! Ao assinar, clique no link disponibilizado no mural
do Catarse para obter sua primeira edição. Caso não consiga acessar o
link, confirme se o pagamento foi efetivado:
</p>
<p>- Cartão de crédito: verifique seu limite ou possíveis restrições com sua operadora;<br />- Boleto: após emissão e pagamento, é preciso aguardar até 72 horas pela aprovação do banco.
</p>
<p>Se estiver tudo certo e mesmo assim você não conseguir acessar o link, entre em contato com o <a href="https://suporte.catarse.me/hc/pt-br" target="_blank">suporte do Catarse</a>.
</p>
<h3>Como posso fazer sugestões para a revista?</h3>
<p>Apoiando como Conselheiro, você terá acesso aos nossos grupos
exclusivos no Facebook e no Discord e poderá sugerir pautas, ideias e
interagir com outros fãs. Não garantimos que todas as sugestões serão
acatadas, mas certamente receberão atenção especial dos autores e
editores.
</p>
<h3>Sou apoiador do nível Conselheiro. Como faço para acessar os grupos exclusivos?</h3>
<p>Para entrar no servidor, basta entrar <a href="https://discord.com/channels/1141730666908745823/1214257781197119530" target="_blank">neste link</a>, acessar o canal <b>#verificacao-de-conselheiros</b> e se identificar com seu <b>nome</b> e <b>e-mail</b>
(o mesmo utilizado no apoio da campanha). Caso esteja tudo certo, você
terá acesso ao Discord da Jambô, bem como ao canal exclusivo de
Conselheiros.
</p>
<p>Quanto ao grupo no Facebook, <a href="https://www.facebook.com/groups/1286714101353363/" target="_blank">clique aqui</a> para pedir acesso.
</p>
<p>Caso sua solicitação demore para ser atendida, envie um e-mail para <i>contato@jamboeditora.com.br</i> com seu nome de usuário no Catarse e nossa equipe irá auxiliá-lo.
</p>
<h3>Estou com uma dúvida que não está respondida aqui. Onde consigo ajuda?</h3>
<p>Nada tema! Aqui estão os canais oficiais da Jambô:
</p>
<p>- Por e-mail, <i>contato@jamboeditora.com.br</i>. Sempre envie seu nome de cadastro no Catarse no corpo da mensagem;<br />- Pelo Facebook, através do <a href="https://www.facebook.com/groups/1286714101353363/" target="_blank">grupo oficial da revista</a> (apenas para Conselheiros);<br />- Pelo servidor do Discord, <a href="https://discord.gg/su6fyX3yYA" target="_blank">acesse aqui</a> e entre em contato com membros classificados como Equipe Jambô ou Moderação.<br />
</p>
<p></p><p></p><p></p><p style="text-align: center;"><span style="font-size: large;"><img height="305" src="https://s3-sa-east-1.amazonaws.com/cdn.br.catarse/uploads/redactor_rails/picture/data/532124/1c4302d2-4356-4145-909d-224857eac8d9.png" width="640" /> </span></p><p style="text-align: center;"><span style="font-size: large;"><a href="https://www.catarse.me/revistatormenta20?ref=notificacao_follow_published_project&utm_campaign=follow_project_128929&utm_content=revistatormenta20&utm_medium=email&utm_source=notification"> Catar-se</a></span></p></div><script src="moz-extension://bc13062b-f7c1-4af4-b79f-2ba1c15249cb/js/app.js" type="text/javascript"></script><script src="moz-extension://bc13062b-f7c1-4af4-b79f-2ba1c15249cb/js/app.js" type="text/javascript"></script>Jfjuniorhttp://www.blogger.com/profile/06489839029081384326noreply@blogger.com0tag:blogger.com,1999:blog-1888798435178792165.post-34366917767224629722024-03-03T10:46:00.005-03:002024-03-03T10:46:57.179-03:00ESPADAS COREANAS Para tormenta RPG , Tormenta20 e Império de jade<p> <span class="wixui-rich-text__text" style="font-size: 15px;">Na
lingua coreana, o termo generico para espada é kum ou gum. E a espada
mais conhecida é a jim kum, muito parecida com o katana , entretanto,
existem diversas outras espadas nas artes marciais coreanas.<span class="wixGuard wixui-rich-text__text"></span></span></p><div class="" data-mesh-id="comp-lq83smfjinlineContent" data-testid="inline-content"><div data-mesh-id="comp-lq83smfjinlineContent-gridContainer" data-testid="mesh-container-content"><div class="BaOVQ8 tz5f0K comp-jdt43mv6 wixui-rich-text" data-testid="richTextElement" id="comp-jdt43mv6">
<p class="font_8 wixui-rich-text__text" style="font-size: 15px; text-align: justify;"><span class="wixui-rich-text__text" style="font-size: 15px;"><span class="wixGuard wixui-rich-text__text"></span>Para
entender esta afirmação é importante que se diga que - quando se trata
de artes marciais- o Japão, Coreia e China têm mais em comum do que se
pensa. No tocante a fabricação de espadas, as primeiras espadas
japonesas e coreanas eram retas e tinham duplo gume. A mudança para as
espadas curvas ainda não esta total esclarecida. Ha quem diga que entre o
séculos III e V as tecnologias de manufatura de espadas aprendidas na
China passaram a Coréia e em seguida ao Japão. Outros afirmam que a
influencia chinesa se deu através das invasões Mongóis entre os anos de
1162 e 1227. Embora os mongóis tenham falhado em conquistar o Japão,
várias tecnologias de Genghis Khan , chegaram ao Japão, dominando o
desenho da espada na região de Kamakura. Kamakura foi o centro político
do Japão por cerca de um século depois de 1192. </span></p>
<p class="font_8 wixui-rich-text__text" style="font-size: 15px; text-align: justify;"><span class="wixui-rich-text__text" style="font-size: 15px;"><span class="wixGuard wixui-rich-text__text"></span></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://static.wixstatic.com/media/444a6f_5717fc1674014814ad1ac7ac0fb857cd~mv2.png/v1/fill/w_480,h_228,al_c,lg_1,q_85,enc_auto/444a6f_5717fc1674014814ad1ac7ac0fb857cd~mv2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="228" data-original-width="480" height="304" src="https://static.wixstatic.com/media/444a6f_5717fc1674014814ad1ac7ac0fb857cd~mv2.png/v1/fill/w_480,h_228,al_c,lg_1,q_85,enc_auto/444a6f_5717fc1674014814ad1ac7ac0fb857cd~mv2.png" width="640" /></a></div><span class="wixui-rich-text__text" style="font-size: 15px;"><span class="wixGuard wixui-rich-text__text"></span>De
qualquer forma, existe muita dúvida se as espadas japonesas (
especialmente o katana) foram influenciadas pelas coreanas ou se
aconteceu justamente o contrário (visto que o Japão ocupou militarmente a
Coreia por mais de 30 anos). Acreditamos que esta discussão hoje é
inútil e que ambas as escolas se beneficiaram do intercambio que houve.
Tradicionalmente, as escolas tradicionais têm características próprias:
as espadas coreanas impressionam mais no corte ( chegando inclusive a
cortar objetos mais delicados, como papel). Já as japonesas - apesar de
não terem um corte tão afiado, são muito mais resistentes num combate.
Hoje, infelizmente, a maioria das espadas (tanto japonesas como
coreanas) são manufaturadas na China.</span><p></p>
<p class="font_8 wixui-rich-text__text" style="font-size: 15px; text-align: justify;"><b> <span class="wixui-rich-text__text" style="font-size: 15px;">Basicamente, temos 2 tipos de espada de madeira para treino:</span></b></p><p class="font_8 wixui-rich-text__text" style="font-size: 15px; text-align: justify;"><span class="wixui-rich-text__text" style="font-size: 15px;"> </span> <span class="wixui-rich-text__text" style="font-size: 15px;"> Mok Kum- A espada de madeira. Se usa pra fazer formas e movimentos de combate. Seria o boken coreano. Se divide em 6 partes: </span></p><p class="font_8 wixui-rich-text__text" style="font-size: 15px; text-align: justify;"><span class="wixui-rich-text__text" style="font-size: 15px;"></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://static.wixstatic.com/media/444a6f_d208b1d352394327bde612d2230ab241~mv2.jpg/v1/fill/w_442,h_49,al_c,lg_1,q_80,enc_auto/444a6f_d208b1d352394327bde612d2230ab241~mv2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="49" data-original-width="442" height="49" src="https://static.wixstatic.com/media/444a6f_d208b1d352394327bde612d2230ab241~mv2.jpg/v1/fill/w_442,h_49,al_c,lg_1,q_80,enc_auto/444a6f_d208b1d352394327bde612d2230ab241~mv2.jpg" width="442" /></a></div><br /> 1.- Kum Ko: A Ponta, se utiliza para apunhalar. É o kensen do boken<p></p>
<p class="font_8 wixui-rich-text__text" style="font-size: 15px; text-align: justify;"><span class="wixui-rich-text__text" style="font-size: 15px;">2.- Kum Nal: O fio, se utiliza para cortar. Em japonês é o Monouchi.</span></p>
<p class="font_8 wixui-rich-text__text" style="font-size: 15px; text-align: justify;"><span class="wixui-rich-text__text" style="font-size: 15px;">3.- Kum Tung: O Dorso, se utiliza para apoiar a espada.É o Shinogi</span></p>
<p class="font_8 wixui-rich-text__text" style="font-size: 15px; text-align: justify;"><span class="wixui-rich-text__text" style="font-size: 15px;">4.- Kum Maki: protetor de mãos, se utiliza para proteger as mãos.O tsuba dos japoneses</span></p>
<p class="font_8 wixui-rich-text__text" style="font-size: 15px; text-align: justify;"><span class="wixui-rich-text__text" style="font-size: 15px;">5.- Kum Charu: empunhadura, serve para suspender a espada. O tsuka. </span></p>
<p class="font_8 wixui-rich-text__text" style="font-size: 15px; text-align: justify;"><span class="wixui-rich-text__text" style="font-size: 15px;">6.- Kum Rae: lados, se utiliza para defesa.</span> <br /></p>
<ul class="font_8 wixui-rich-text__text" style="font-size: 15px; text-align: justify;"><li class="wixui-rich-text__text">
<p class="font_8 wixui-rich-text__text" style="font-size: 15px;"><span class="wixui-rich-text__text" style="font-size: 15px;"> Chukto/Jukto-
Espada de bambu semelhante ao shinai. Se usa pra combate com contato
físico em classes experientes a nivel nacional e internacional.</span></p>
</li></ul>
<p class="font_8 wixui-rich-text__text" style="font-size: 15px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://static.wixstatic.com/media/444a6f_10e232b9113a4d7fb38451bc347d2e98~mv2.jpg/v1/fill/w_560,h_374,al_c,lg_1,q_80,enc_auto/444a6f_10e232b9113a4d7fb38451bc347d2e98~mv2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="374" data-original-width="560" height="309" src="https://static.wixstatic.com/media/444a6f_10e232b9113a4d7fb38451bc347d2e98~mv2.jpg/v1/fill/w_560,h_374,al_c,lg_1,q_80,enc_auto/444a6f_10e232b9113a4d7fb38451bc347d2e98~mv2.jpg" width="560" /></a></div><span class="wixui-rich-text__text" style="font-size: 15px;"><b><span class="wixGuard wixui-rich-text__text"></span>Espadas de metal: 검</b></span><p></p><p class="font_8 wixui-rich-text__text" style="font-size: 15px; text-align: justify;"></p>
<p class="font_8 wixui-rich-text__text" style="font-size: 15px; text-align: justify;"><span class="wixui-rich-text__text" style="font-size: 15px;">As
espadas de metal, são usadas usada somente por faixas pretas maiores de
21 anos. Com ele se aprende a ter uma grande destreza nos cortes,
praticando com bambú maduro, feixes de palha, etc. Existem vários tipos
de espada de metal. Um dos motivos para isto é que na Coreia a espada
tem uma papel principal em ritos religiosos e diplomaticos. Assim,
haviam espadas forjadas não para o combate, mas apenas para provar a
lealdade de um governante ou de um comandante militar para o seu
soberano. </span></p>
<p class="font_8 wixui-rich-text__text" style="font-size: 15px; text-align: justify;"> <span class="wixui-rich-text__text" style="font-size: 15px;"><b>Yeoh do</b></span></p>
<ul class="font_8 wixui-rich-text__text" style="font-size: 15px; text-align: justify;"><li class="wixui-rich-text__text">
<p class="font_8 wixui-rich-text__text" style="font-size: 15px;"><span class="wixui-rich-text__text" style="font-size: 15px;"><b><i>Yeoh
do. (예도)- </i></b>Possui uma folha larga e longa (quase 1 metro), ligeiramente
curvada com um punho de 90 cm. unida em um punho grosso, parecido com
um bastão. Seu uso era reservado aos generais e imperadores. Na China,
esta arma se chama kwan. Foi usada principalmente pela cavalaria devido a
sua forma de manejo, facilitando romper as fileiras da cavalaria
inimiga. Hoje tem função apenas cerimonial;</span></p>
</li></ul>
<p class="font_8 wixui-rich-text__text" style="font-size: 15px; text-align: justify;"><a href="https://static.wixstatic.com/media/444a6f_52639344e16244db962f533d29e852e5~mv2.jpg/v1/fill/w_294,h_155,al_c,lg_1,q_80,enc_auto/444a6f_52639344e16244db962f533d29e852e5~mv2.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="155" data-original-width="294" height="128" src="https://static.wixstatic.com/media/444a6f_52639344e16244db962f533d29e852e5~mv2.jpg/v1/fill/w_294,h_155,al_c,lg_1,q_80,enc_auto/444a6f_52639344e16244db962f533d29e852e5~mv2.jpg" width="294" /></a></p><p class="font_8 wixui-rich-text__text" style="font-size: 15px; text-align: justify;"><span class="wixui-rich-text__text" style="font-size: 15px;"><span class="wixGuard wixui-rich-text__text"></span></span><span class="wixui-rich-text__text" style="font-size: 15px;"><b>Yeoh
do</b></span></p><p class="font_8 wixui-rich-text__text" style="font-size: 15px; text-align: justify;"><span class="wixui-rich-text__text" style="font-size: 15px;"> </span><span class="wixui-rich-text__text" style="font-size: 15px;"><span class="wixGuard wixui-rich-text__text">Dano: 1d8 /1d10<br />Critico: 19-20 (x2)<br /> Especial: usada a cavalo o critico é (18-20 ) x3<br /></span></span></p>
<p class="font_8 wixui-rich-text__text" style="font-size: 15px; text-align: justify;"><span class="wixui-rich-text__text" style="font-size: 15px;"><span class="wixGuard wixui-rich-text__text">Custo 50TP<br /></span></span></p>
<p class="font_8 wixui-rich-text__text" style="font-size: 15px; text-align: justify;"><span class="wixui-rich-text__text" style="font-size: 15px;"></span></p><p class="font_8 wixui-rich-text__text" style="font-size: 15px; text-align: justify;"><span class="wixui-rich-text__text" style="font-size: 15px;"><span class="wixGuard wixui-rich-text__text"></span></span></p>
<p class="font_8 wixui-rich-text__text" style="font-size: 15px; text-align: justify;"><span class="wixui-rich-text__text" style="font-size: 15px;"><span class="wixGuard wixui-rich-text__text"></span></span></p><p class="font_8 wixui-rich-text__text" style="font-size: 15px; text-align: justify;"><span class="wixui-rich-text__text" style="font-size: 15px;"><b><span class="wixGuard wixui-rich-text__text"> </span>San soo do</b></span></p>
<ul class="font_8 wixui-rich-text__text" style="font-size: 15px; text-align: justify;"><li class="wixui-rich-text__text">
<p class="font_8 wixui-rich-text__text" style="font-size: 15px;"><span class="wixui-rich-text__text" style="font-size: 15px;"><b><i>San
soo do (쌍수도; 双手刀) </i></b>- Era uma espada reta com uma folha de
aproximadamente 1,30 metros. Foi uma das espadas mais comuns entre os
militares coreanos. A partir deste desenho, desenvolveram-se as armas
modernas da Coréia;<span class="wixGuard wixui-rich-text__text"></span></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://static.wixstatic.com/media/444a6f_9cbb2447bd904426a4f6a6f9026d23dd~mv2.jpg/v1/fill/w_381,h_244,al_c,lg_1,q_80,enc_auto/444a6f_9cbb2447bd904426a4f6a6f9026d23dd~mv2.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="244" data-original-width="381" height="138" src="https://static.wixstatic.com/media/444a6f_9cbb2447bd904426a4f6a6f9026d23dd~mv2.jpg/v1/fill/w_381,h_244,al_c,lg_1,q_80,enc_auto/444a6f_9cbb2447bd904426a4f6a6f9026d23dd~mv2.jpg" width="234" /></a></div><span class="wixui-rich-text__text" style="font-size: 15px;"><b><i>San
soo do </i></b></span><p></p><p class="font_8 wixui-rich-text__text" style="font-size: 15px;"><span class="wixui-rich-text__text" style="font-size: 15px;"><span class="wixGuard wixui-rich-text__text">Dano: 1d10<br />Critico: 19-20 (x2)<br /> Especial:Usada em manobras concede um bonus de +1<br /></span></span></p><p class="font_8 wixui-rich-text__text" style="font-size: 15px;"><span class="wixui-rich-text__text" style="font-size: 15px;"><span class="wixGuard wixui-rich-text__text"><br /></span></span>
<span class="wixui-rich-text__text" style="font-size: 15px;"><span class="wixGuard wixui-rich-text__text">Custo 80TP</span></span></p></li></ul>
<p class="font_8 wixui-rich-text__text" style="font-size: 15px; text-align: justify;"><span class="wixui-rich-text__text" style="font-size: 15px;"><span class="wixGuard wixui-rich-text__text"><br /></span></span> </p></div></div></div><script src="moz-extension://bc13062b-f7c1-4af4-b79f-2ba1c15249cb/js/app.js" type="text/javascript"></script>Jfjuniorhttp://www.blogger.com/profile/06489839029081384326noreply@blogger.com0tag:blogger.com,1999:blog-1888798435178792165.post-10956922590069754202024-03-02T08:52:00.001-03:002024-03-02T08:52:10.719-03:00 Critical Role lançará o playtest aberto para Daggerheart <p> </p><div class="bbImageWrapper js-lbImage" data-caption="<h4>DH064_Bard-Wordsmith-Nikki-Dawes-2560x1440.jpg</h4><p><a href="https:&#x2F;&#x2F;www-enworld-org.translate.goog&#x2F;threads&#x2F;critical-roles-daggerheart-open-playtest-starts-in-march.702880&#x2F;?_x_tr_sl&#x3D;en&amp;_x_tr_tl&#x3D;pt&amp;_x_tr_hl&#x3D;pt-BR&amp;_x_tr_pto&#x3D;sc#post-9277693" class="js-lightboxCloser">Morrus · Feb 28, 2024 at 5:20 PM</a> · <a href="/media/dh064_bard-wordsmith-nikki-dawes-2560x1440-jpg.136921/"><i class="fa--xf far fa-camera" aria-hidden="true"></i> View media item</a></p>" data-fancybox="lb-post-9277693" data-lb-caption-extra-html=" · <a href="/media/dh064_bard-wordsmith-nikki-dawes-2560x1440-jpg.136921/"><i class="fa--xf far fa-camera" aria-hidden="true"></i> View media item</a>" data-lb-sidebar-href="/media/dh064_bard-wordsmith-nikki-dawes-2560x1440-jpg.136921/?lightbox=1" data-single-image="1" data-src="https://www.enworld.org/attachments/dh064_bard-wordsmith-nikki-dawes-2560x1440-jpg.348705/" style="cursor: pointer;" title="DH064_Bard-Wordsmith-Nikki-Dawes-2560x1440.jpg"><img alt="DH064_Bard-Wordsmith-Nikki-Dawes-2560x1440.jpg" class="bbImage" data-url="" data-zoom-target="1" height="1440" src="https://www.enworld.org/attachments/dh064_bard-wordsmith-nikki-dawes-2560x1440-jpg.348705/" title="DH064_Bard-Wordsmith-Nikki-Dawes-2560x1440.jpg" width="2560" />
</div><br /><b><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">
Em 12 de março, a Darrington Press </span></span><span style="font-size: medium;"><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">da Critical Role</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> lançará </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://critrole.com/hype-the-open-beta-playtest-for-daggerheart-begins-on-march-12/" rel="noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o playtest aberto</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> para </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Daggerheart</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , seu novo TTRPG de fantasia. </span></span></span></b><div class="elementor elementor-32701" data-elementor-id="32701" data-elementor-post-type="post" data-elementor-type="wp-post">
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<p style="text-align: right;"><span style="font-family: georgia; font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Há
quase um ano, anunciamos que estamos trabalhando duro nos bastidores em
Daggerheart, nossa contribuição para o mundo dos RPGs de mesa de alta
fantasia.</span></span></p>
<p style="text-align: right;"><span style="font-size: medium;"><span style="font-family: georgia;"><a href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=http://daggerheart.com" rel="noopener" target="_blank"><strong><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Daggerheart</span></span></strong></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> é um jogo de heroísmo corajoso e mundos vibrantes que são construídos junto com seu grupo de jogo. </span><span style="vertical-align: inherit;">Crie uma história compartilhada com seu grupo de aventureiros e molde seu mundo por meio de campanhas ricas e de longo prazo.</span></span></span></span></p>
<p style="text-align: right;"><span style="font-family: georgia; font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Quando chega a hora da mecânica do jogo controlar o destino, os jogadores lançam um dado </span></span><span style="font-size: medium;"><span style="font-family: georgia;"><strong><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de ESPERANÇA</span></span></strong><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e um dado </span></span><strong><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de MEDO</span></span></strong><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (ambos dados de 12 lados), o que acabará por impactar o resultado de seus personagens. </span><span style="vertical-align: inherit;">Essa
dualidade entre as forças da esperança e do medo em cada herói
impulsiona as narrativas únicas focadas nos personagens em Daggerheart.</span></span></span></span></p>
<p style="text-align: right;"><span style="font-family: georgia; font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Além
dos dados, o sistema de cartas de Daggerheart facilita o início e é
satisfatório para aumentar suas habilidades, trazendo o histórico e as
capacidades de seus personagens ao seu alcance. </span><span style="vertical-align: inherit;">As cartas de Ancestralidade e Comunidade descrevem de onde você vem e como sua experiência molda seus costumes e valores. </span><span style="vertical-align: inherit;">Enquanto
isso, suas cartas de Subclasse e Domínio concedem ao seu personagem
muitas habilidades tentadoras para escolher conforme ele evolui.</span></span></p>
<p style="text-align: right;"><span style="font-family: georgia; font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">E agora, caro leitor, temos o prazer de informar que nosso </span></span><span style="font-size: medium;"><span style="font-family: georgia;"><strong><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">teste beta aberto de Daggerheart será lançado globalmente em nosso 9º aniversário, terça-feira, 12 de março</span></span></strong><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> !</span></span></span></span></p>
<p style="text-align: right;"><span style="font-family: georgia; font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Queremos
que todos (acima de 18 anos, por favor) nos ajudem a tornar Daggerheart
o mais maravilhoso possível, o que significa… nos ajudar a quebrar o
jogo. </span><span style="vertical-align: inherit;">Seriamente! </span><span style="vertical-align: inherit;">O jogo ainda não está finalizado ou polido, por isso é fundamental (ha!) reunir todos os seus comentários antes do </span></span><span style="font-size: medium;"><span style="font-family: georgia;"><strong><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">lançamento público de Daggerheart em 2025.</span></span></strong></span></span></p>
<p style="text-align: right;"><span style="font-family: georgia; font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Veja exatamente como você pode participar do nosso teste beta aberto, que é totalmente gratuito!</span></span></p>
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<h2><span style="font-size: medium;"><span style="color: #cf9217; font-family: georgia;"><strong><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">JOGAR</span></span></strong></span></span></h2>
<p><span style="font-family: georgia; font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Quando o Daggerheart Open Beta for lançado, você encontrará tudo o que precisa saber sobre o playtest em </span></span><span style="font-size: medium;"><span style="font-family: georgia;"><a href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://daggerheart.com/" rel="noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">daggerheart.com</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . </span><span style="vertical-align: inherit;">Teremos algumas maneiras diferentes para você aproveitar e jogar:</span></span></span></span></p>
<ul><li><span style="font-family: georgia; font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">No
site da Daggerheart, disponibilizaremos materiais em PDF para você
usar, que podem ser impressos caso você prefira materiais tangíveis.</span></span></li><li><span style="font-family: georgia; font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Nossos parceiros de plataforma para o beta aberto incluem </span></span><span style="font-size: medium;"><span style="font-family: georgia;"><a href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://app.demiplane.com/"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Demiplane</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (criador de personagens e Nexus) e </span></span><a href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.drivethrurpg.com/" rel="noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">DriveThruRPG</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (PDFs de material de teste).</span></span></span></span></li></ul>
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<h2><span style="font-size: medium;"><span style="color: #cf9217; font-family: georgia;"><strong><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">RELATÓRIO</span></span></strong></span></span></h2>
<p><span style="font-family: georgia; font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Por favor, jogue com frequência e traga-nos esse feedback através de nossas pesquisas! </span><span style="vertical-align: inherit;">As pesquisas estarão localizadas em </span></span><span style="font-size: medium;"><span style="font-family: georgia;"><a href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=http://daggerheart.com" rel="noopener" target="_blank"><strong><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">daggerheart.com</span></span></strong></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . </span><span style="vertical-align: inherit;">Embora
gostemos de ver seus comentários em qualquer lugar que pudermos, nossas
pesquisas são a melhor maneira de gerenciar e incorporar com eficiência
todas as suas ideias em um processo simplificado. </span><span style="vertical-align: inherit;">Seu feedback é uma parte crucial deste beta aberto e mal podemos esperar para ver o que você acha do jogo até agora.</span></span></span></span></p>
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<h2><span style="font-size: medium;"><span style="color: #cf9217; font-family: georgia;"><strong><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">TRANSMITIR E COMPARTILHAR</span></span></strong></span></span></h2>
<p><span style="font-family: georgia; font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Você está convidado a revisar, transmitir e compartilhar o conteúdo do teste beta aberto, desde que adira à </span></span><span style="font-size: medium;"><span style="font-family: georgia;"><a href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://darringtonpress.com/license/" rel="noopener" target="_blank"><strong><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Licença de Jogo da Comunidade Darrington Press</span></span></strong></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . </span><span style="vertical-align: inherit;">Tudo o que pedimos é que você acesse </span></span><a href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=http://daggerheart.com" rel="noopener" target="_blank"><strong><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">daggerheart.com</span></span></strong></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> para que outros possam participar facilmente do nosso teste.</span></span></span></span></p>
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<h2><span style="font-size: medium;"><span style="color: #cf9217; font-family: georgia;"><strong><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">JUNTE-SE A NÓS EM 12 DE MARÇO</span></span></strong></span></span></h2>
<p><span style="font-family: georgia; font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Ao
longo do dia 12 de março, compartilharemos alguns vídeos que criamos
para ajudar você a criar seu próprio personagem e entender melhor os
fundamentos de jogar Daggerheart. </span><span style="vertical-align: inherit;">Fique de olho no canal Critical Role </span></span><span style="font-size: medium;"><span style="font-family: georgia;"><a href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://bit.ly/3nj61IK" rel="noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">no YouTube</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></span></p>
<p><span style="font-family: georgia; font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">E isso não é tudo! </span><span style="vertical-align: inherit;">Para comemorar o lançamento do nosso teste beta aberto, o elenco de Critical Role transmitirá ao vivo (SIM, </span></span><span style="font-size: medium;"><span style="font-family: georgia;"><strong><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">AO VIVO</span></span></strong><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) um one-shot especial de Daggerheart na </span></span><strong><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">terça-feira, 12 de março, às 19h, horário do Pacífico,</span></span></strong><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> em nossos canais </span></span><a href="https://critrole-com.translate.goog/hype-the-open-beta-playtest-for-daggerheart-begins-on-march-12/twitch.tv/criticalrole?_x_tr_sl=en&_x_tr_tl=pt&_x_tr_hl=pt-BR&_x_tr_pto=sc" rel="noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Twitch</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e </span></span><a href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://bit.ly/3nj61IK" rel="noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">YouTube</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . </span><span style="vertical-align: inherit;">O
VOD estará disponível no dia seguinte no YouTube e o áudio também
estará disponível em seus serviços de podcast favoritos no dia seguinte.</span></span></span></span></p>
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<p style="text-align: right;"><span style="font-family: georgia; font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Por último, mas não menos importante, gostaríamos de agradecer a todos que puderam participar do nosso teste beta fechado. </span><span style="vertical-align: inherit;">Você estabeleceu um padrão alto para fornecer feedback inestimável por meio de nossas pesquisas. </span><span style="vertical-align: inherit;">Esperamos que você continue jogando Daggerheart durante nossa próxima emocionante fase de testes.</span></span></p>
<p style="text-align: right;"><span style="font-size: medium;"><i style="font-family: georgia;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Arte em destaque de Nikki Dawes</span></span></i></span></p>
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</div><script src="moz-extension://bc13062b-f7c1-4af4-b79f-2ba1c15249cb/js/app.js" type="text/javascript"></script>Jfjuniorhttp://www.blogger.com/profile/06489839029081384326noreply@blogger.com0tag:blogger.com,1999:blog-1888798435178792165.post-26057779605396828502024-02-29T20:24:00.005-03:002024-02-29T20:24:59.324-03:00Tumba de Gyzaengaxx de Luke Gygax<p> <img alt="Captura de tela 2024-02-29 às 16.37.06.png" class="bbImage" data-url="" data-zoom-target="1" height="780" src="https://www.enworld.org/attachments/screenshot-2024-02-29-at-16-37-06-png.348819/" title="Captura de tela 2024-02-29 às 16.37.06.png" width="650" />
</p><div style="text-align: center;">
</div><br /><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
Vindo de Luke Gygax e Alphinius Goo é uma
aventura criada como uma homenagem ao co-co-co-co-co-co-co-co-co-Gary
Gygax. </span><span style="vertical-align: inherit;">Um conjunto de
caixas, inclui livros, mapas de pôsteres, folhetos, cartões e muito
mais, e abrange uma aventura e um ambiente de campanha. </span></span><br /><br /><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
O conjunto foi projetado para vários sistemas, incluindo OSE, D&D 5E e outros. </span></span><br /><br /><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
A aventura em si tem 60 páginas, para personagens
do 6º a 8º nível e tarefas dos PCs de descobrir o que aconteceu com a
arquidrago de longa data, 'Garold Gyzaengaxx' (sem relação, é claro). </span><span style="vertical-align: inherit;">O
conjunto completo contém um livro de configuração de 120 páginas, um
livro de referência GM, um livro de conhecimento de 100 páginas e muito
mais.</span></span><br /><br />
<div style="padding-left: 1em;"><span class="callout"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Ouça
agora a horrenda, histórica e um tanto hilariante abertura do túmulo de
Gyzaengaxx - o que antes era uma fortaleza onde o grande mago, Garold
Gyzaengaxx, influenciou. </span><span style="vertical-align: inherit;">Mas alguns anos depois, Garold desapareceu, e o Keep se tornou um lugar de boatos muito aterrorizantes. </span><span style="vertical-align: inherit;">De
fato, muitos monstros mortais, armadilhas intrigantes, doenças mágicas,
personagens sombrios e um mistério mais intrigante podem ser
encontrados aqui.</span></span></span>
</div><br /><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">A tumba de Gyzaengaxx </span></span></i><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.kickstarter.com/projects/alphiniusgoo/the-tomb-of-gyzaengaxx-adventure-and-campaign-setting?" rel="noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">está no Kickstarter agora</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . </span><span style="vertical-align: inherit;">A versão em PDF da aventura chega a US $ 55, com a versão física por US $ 65. </span><span style="vertical-align: inherit;">O cenário da campanha é de US$ 135 digitais ou US$ 150 físicos. </span><span style="vertical-align: inherit;">E para ambos, você está olhando para US $ 185 digital e US $ 200 físicos. </span><span style="vertical-align: inherit;">Também há promessas de nível superior que vêm com versões autografadas e um assento em um jogo de convenções com os autores. </span><span style="vertical-align: inherit;">Não é barato, mas você tem uma tonelada de coisas. </span><span style="vertical-align: inherit;">O Kickstarter já ultrapassou um quarto de milhão de dólares, faltando quase um mês. </span></span><br /><br /><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
O conjunto parece estar cheio de 'eastereggs'
e acena com a história da D&D, e até tem NPCs com base em vários
criadores de jogos-Greenwood, Erol Otus, Tim Kask, Peter Adkison e
muitos mais.</span></span><script src="moz-extension://bc13062b-f7c1-4af4-b79f-2ba1c15249cb/js/app.js" type="text/javascript"></script>Jfjuniorhttp://www.blogger.com/profile/06489839029081384326noreply@blogger.com0tag:blogger.com,1999:blog-1888798435178792165.post-49025722898253637702024-02-28T19:39:00.000-03:002024-02-28T19:39:26.177-03:00Indice dos materiais de Tormenta20 na Dragão Brasil<div class="separator" style="clear: both; text-align: center;"><span style="font-size: medium;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQyTuKlEWE2lkuAP_6zCTGKwUB5nTfYjM7A3yoal_S_bCy3YfYkdlFXrOZooFc-95ogLqyIkAIrbt8zvanMv9oYnHlyx3CSdP4d5BiJLEN2dsQ9HqL47UtDpQNKwf8VGsOvUirDH-u5wJkyfHzirfaMjlA9ffqNq16RWysN5jxK91EcyOHw_IWUj9L/s1295/capa.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="727" data-original-width="1295" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQyTuKlEWE2lkuAP_6zCTGKwUB5nTfYjM7A3yoal_S_bCy3YfYkdlFXrOZooFc-95ogLqyIkAIrbt8zvanMv9oYnHlyx3CSdP4d5BiJLEN2dsQ9HqL47UtDpQNKwf8VGsOvUirDH-u5wJkyfHzirfaMjlA9ffqNq16RWysN5jxK91EcyOHw_IWUj9L/w640-h360/capa.jpg" width="640" /></a></span></div><p class="_1qeIAgB0cPwnLhDF9XSiJM"> Dragão Brasil #143: → Prévia da mecânica de Origens de Tormenta 20.</p><div class="_3cjCphgls6DH-irkVaA0GM" data-testid="comment" style="text-align: left;"><div class="_292iotee39Lmt0MkQZ2hPV RichTextJSON-root"><p class="_1qeIAgB0cPwnLhDF9XSiJM">Dragão Brasil #144: → Discussão e preview da Dahllan para Tormenta 20.</p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão Brasil #145: → Regras de culinária para Tormenta 20. → Prévia das raças Aggelus e Sulfure para Tormenta 20.</p><p class="_1qeIAgB0cPwnLhDF9XSiJM">Dragão Brasil #146: → Discussões sobre a filosofia de regras de Tormenta 20.</p><p class="_1qeIAgB0cPwnLhDF9XSiJM">Dragão Brasil #147: → Discussão e prévia da raça Esqueleto para Tormenta 20.</p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão Brasil #148: → Discussão e prévia da raça Golem para Tormenta 20. → Apresentação das ameaças e criaturas em Tormenta 20.</p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão Brasil #149: → Três encontros completos para Tormenta 20. → Regras sobre marcos de campanha para Tormenta 20.<br /><br />Dragão
Brasil #150: →Marcos de personagem: objetivos dando bônus e penalidades por personagem→ → Top 150 personagens de tormenta </p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão
Brasil #151: → The Witcher para Tormenta 20. → Comentários sobre novas
mudanças de regras em Tormenta 20. → Anões Gully para Tormenta 20. →
Artigo sobre as Condições em Tormenta 20.</p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão
Brasil #152: →Mascotes →Dossie Raças </p><p class="_1qeIAgB0cPwnLhDF9XSiJM"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjyFHAraCWymUXcwD0_K-3GzKr3EVWWEM7k2QOc2JXeSx2G92SdTh_DbDwsOkP1AcSDqyxWRCXAWtiWCYlqMDQKuTt0XUzQ8ylgXAU-9qH_M2igh_VnanxJcJVjY3z8hLk1XMuPQlaa_DZ53wpKHU68foCJJDsgMUMqCKk3NHU5DuS3SIqBfcYXJjEn4AU/s600/F9xtL41XkAAjJo9.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="338" data-original-width="600" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjyFHAraCWymUXcwD0_K-3GzKr3EVWWEM7k2QOc2JXeSx2G92SdTh_DbDwsOkP1AcSDqyxWRCXAWtiWCYlqMDQKuTt0XUzQ8ylgXAU-9qH_M2igh_VnanxJcJVjY3z8hLk1XMuPQlaa_DZ53wpKHU68foCJJDsgMUMqCKk3NHU5DuS3SIqBfcYXJjEn4AU/s320/F9xtL41XkAAjJo9.png" width="320" /></a></div>Dragão
Brasil #153: → Regras para jogar com personagens Crianças, Adolescentes
e Jovens em T20. → Isaac, de Castlevania, para T20.<p></p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão Brasil #154: → Regras para jogar com personagens Adultos, Maduros, Velhos e Anciões em T20.</p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão Brasil #155: → Dicas sobre como conduzir aventuras em espaços confinados para T20.</p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão
Brasil #156: → Desvantagens para Tormenta 20. → Sephiroth para Tormenta
20. → Como tornar a comida um ingrediente importante para aventuras. →
Cinco personagens incomuns para Tormenta 20.</p><p class="_1qeIAgB0cPwnLhDF9XSiJM">Dragão Brasil #157: → Companhias de mercenários para Tormenta 20.</p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão Brasil #158: → Regras para fazer seu personagem de T20 ser mais do que um conjunto de números.</p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão
Brasil #159: → Artigo sobre a filosofia de design dos Golpes Pessoais
em Tormenta 20. → Dillan Quickshot para Tormenta 20.</p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão
Brasil #160: → Regras para expandir a magia Servo Morto-Vivo em
Tormenta 20. → Regras para aventureiros do mundo moderno em Arton para
Tormenta 20. → União Parte 1 - Organizações e Patronos<br /></p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão Brasil #161: →
Regras para aposentadoria de personagens em Tormenta 20. → União parte 2 - Patronos: Vantagens e
desvantagens de pertencer a uma entidade em Tormenta 20. → Aventura Holy
Avenger para Tormenta 20. → Bastidores sobre a criação da campanha Fim
dos Tempos. → Prévia da jornada heroica Coração de Rubi.</p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão
Brasil #162: → Dicas sobre como encontrar o equilíbrio de ND ideal para
seu grupo em Tormenta 20. → Din Djarin para Tormenta 20. → Segunda
parte da aventura Holy Avenger para Tormenta 20. → Culto de Lamashtu
para Tormenta 20.</p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão Brasil
#163: → Catalisadores de magia, amplificadores arcanos e itens
litúrgicos para Tormenta 20. → Alucard para Tormenta 20.</p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão
Brasil #164: → Artigo sobre o gasto de Pontos de Mana em Tormenta 20. →
King Kong para Tormenta 20. → Resumo dos episódios 16, 17 e 18 de Fim
dos Tempos e a raça Homem-Bode. → Aventura para Tormenta 20.</p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão
Brasil #165: → Dicas para jogar RPG usando apenas fichas, dados e
imaginação. → Artigo de Glauco Lessa sobre tendências em Tormenta 20.</p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão
Brasil #166: → Respostas e novas regras sobre o uso de poções em
Tormenta 20. → Dragão de Gorad para Tormenta 20. → Arena de Valkaria
para Tormenta 20.</p><p class="_1qeIAgB0cPwnLhDF9XSiJM">Dragão Brasil #167: → Os itens da forja em Tormenta 20.</p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão
Brasil #168: → Berserk para Tormenta 20. → Novas opções de
aprimoramentos para itens em geral em Tormenta 20. → Lady Dimitrescu
para Tormenta 20. → Personagens prontos de 1º nível para Tormenta 20.</p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão
Brasil #169: → Seis monstros clássicos do Monster Chefe para Tormenta
20. → Artigo de Mestre PedroK sobre o fim de Ossos Afogados, com regras
para Tormenta 20. → Sylvie Laufeydottir para Tormenta 20. → Artigo sobre
como transformar cenas de uma aventura de Tormenta 20 em perigos
complexos.<br /></p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;"></p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;"></p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão Brasil #170: → Artigo sobre Leve-me ao seu líder! Capangas e Lacaios em T20. → Chefe de fase Esqueleto do He-man<br /></p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão Brasil #171: → Riquezas, fortunas e dinheiro na prática, em T20.→ Aventura para tormenta20 - Sequestros na Grande Feira → Os Dez anéis de Shang Shi para T20 → Monster chef Terror de Ônix para o deserto da perdição → Regras de riqueza e produtos de cidades. <br /></p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão Brasil #172: → Regras mais profundas sobre inventores e engenhocas para T20 → Monster Chef : Ossos Afogados → Aventura A Última Marcha para personagens de 1 e 2 níveis → Moreau T20 <br /></p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão Brasil #173: → Monster chef O Farrapo de Hongari vai estragar sua festa! → Aventura: Mistério na Mansão da Maga → Vermes da Areia para T20 direto de Duna<br /></p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão Brasil #174: → Monster Chef: Esguinho → Fim dos tempos especial de Gatal → Reforma Monstrográfica → Povos trovão para tormenta20 → Caverna do Saber jogando nos eixos → Breves jornadas Passos de Lava<br /></p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão Brasil #175:→ Devoção a Aharadak: como ser um clérigo dele sem ser um pscicopata→ Uma
nova abordagem sobre magia e itens mágicos em Tormenta20. → Ataques
violentos em Tormenta 20. Usar ou não? GOLPE SUJO ? </p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão Brasil #176: → Como usar as regras para guiar a personalidade e maneiras de agir de um personagem em Tormenta20 → Aventura: Folia Fatal </p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão Brasil #177: → Usando atributos mentais a seu favor para T20 → Aventura Pesquisadores do Campo Proibido → Arco da Fé Usurpada do Dragão-Rei, resumo da campanha Legado do Ódio → Necromancia e Tormenta</p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão Brasil #178: → Supremo tribunal Regreiro → Montarias para T20 → Aventura fuga das Uivantes</p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão Brasil #179: → Supremo Tribunal Regreiro → Novas regras de instrumentos musicais → Monstros de Aslothia </p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão Brasil #180: → Novos poderes, estilos e escolas de combate → Supremo tribunal Regreiro → Aventura: Misteriosa Casa da Profecia → Manual de Criação de Ameaças<br /></p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão Brasil #181: → Distinções em T20 → A Guarda de Valkaria para T20 → → Os Elementos Primordiais em Arton e em Tormenta20 Parte 1 → Vecna T20 → Aventura Sob a sombra da deusa</p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;"></p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão Brasil #182: →Os Elementos Primordiais em Arton e em Tormenta20 Parte 2 → Raça Golem um novo ponto de vista→ Aventura Através das Linhas Inimigas →Monster chef Cemitério Infinito → Item Mágico O escudo de Azguer → Recuperando Recursos T20<br /></p><div style="text-align: justify;">Dragão Brasil #183: → Supremo Tribunal Regreiro→ Tormenta20 • Edição Jogo do Ano → Swordtember: novas armas pra T20→ Chefe de Fase: a vingança da Terra: Kritauro → <span>Os Perpétuos (Sandman) para T20.</span></div></div><div class="_292iotee39Lmt0MkQZ2hPV RichTextJSON-root"></div><div class="_292iotee39Lmt0MkQZ2hPV RichTextJSON-root"><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão Brasil #184: Aventura: → O Festim da Bruxa → Casa do Dragão para T20 Targarien e seus Dragões → Monster chef G.L.E.C.O. - Construtos da Tristeza → Swordtemper: mais armas mágicas pra T20 → Aventura: Uma Ultima lição (academia arcana, a mesma que foi pro youtube) </p>Dragão Brasil #185: →STJ → Malandramente: Poderes novos para ladino → Pequenas aventuras: Segredos Alquímicos → Monster Chef: Caititã → Galadriel T20 <p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiW4iKZY9tTknhrzs8IsR5X6gLo2oESsWCGzNui-zkSX2M2_3L5lGSIBY0rwGM--okjHH0dHViU2JYPPpdV5JwRo0bevYTmgAi9yyg9aQgDQO7fuo9822_QGSPb6tJzwiCuJ-qNBdCUSubal8BHlrOXN9VO1avBN5eAcaHpyix_d4dblHYiLSJInwbd/s600/content-photo%20db186-20221227_23581147.jpg" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="337" data-original-width="600" height="133" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiW4iKZY9tTknhrzs8IsR5X6gLo2oESsWCGzNui-zkSX2M2_3L5lGSIBY0rwGM--okjHH0dHViU2JYPPpdV5JwRo0bevYTmgAi9yyg9aQgDQO7fuo9822_QGSPb6tJzwiCuJ-qNBdCUSubal8BHlrOXN9VO1avBN5eAcaHpyix_d4dblHYiLSJInwbd/w236-h133/content-photo%20db186-20221227_23581147.jpg" width="236" /></a></div><div style="text-align: justify;">Dragão Brasil #186: → Breves Jornadas: Torre Pirata → Amostra do Reinado T20: Bielefeld → Monster Chef: Folião Funesto → Nova Distinção: Cavaleiro Silvestre → God of War Ragnarock T20 (novas raças, origens e monstros) → Supremo Tribunal Regreiro <br /></div></div><div class="_292iotee39Lmt0MkQZ2hPV RichTextJSON-root"><p></p>Dragão Brasil #187: → Vampiro Lestat para T20→ Nova Distinção: Irmão Inseparável → Dragon Age: T20 → Monster Chef: Fitoquimera → Breves Jornadas: Guardiã de Meu Irmão <br /></div><div class="_292iotee39Lmt0MkQZ2hPV RichTextJSON-root"><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão Brasil #188: → Runas de God of War para T20 → Monstros de Final Fantasy para T20 → Nova Distinção Mestre da Furia Fria (Uivantes) → Breves Aventuras: Baile Rampeiro → Monster Chef: Kelupaan → Armas Magicas: Arsenal de Arsenal → Resumo da mesa da Jambo: Fim dos Tempos<br /><br />Dragão Brasil #189: → Breves Aventuras: Serpentes de Valkaria → Monster Chef: Carniceiro Rubro →Novos truques e ferramentas para armas de fogo (Novos Poderes: Ladino e Bucaneiro) → Amostra do Ameaças de Arton (nova Raça Ogro, novos monstros)<br /></p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão Brasil #190: → Zelda para t20 → Novos Poderes para lutador e novas escolas de combate → Breves jornadas:aventura a Reliquia, 2 nível → Monster Chef Ahlotrak ND 13 Amaldiçoado por nimb → Uma breve Historia de Arton - linha do tempo artoniana até a migração para o norte.<br /></p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;"></p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão Brasil #191: → Nova Classe Mistico → Aventuras Curtas: Tuneis e Trolls → Monster Chef: Blinkabum ND8 Espirito vingativo de uma area sagrada destruida. <br /></p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão Brasil #192: → Invocações de Final Fantasy como aliados para T20 → Choccobo como montaria pra T20 → Novos Poderes para Caçador → Aventuras curtas: Kobolds não me mordam! → Monster chef: Vendedito <br /></p>Dragão Brasil #193: → Questão de carater Regras de virtudes que tem ações e violações e que dão bonus em jogo → Breves jornadas Aventura A cabeça do morto → Amostra do ameaças de arton: Aberrações da Tormenta→ NPC de legado do Odiio o assassino das estradas Shirosaki Ichiro→<br /><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;"></p>Dragão Brasil #194: →Frutos do Diabo para t20 (one piece) → Novs Distinção: Cavaleiro da Redenção de Thyathis→ BReves jornadas: Perseguição teatral→ Montecranio para Ghanor → Bomba atomica pra T20 e Ganor <p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão Brasil #195: →Poderes para nobres e bucaneiros → breves jornadas : dinheiro facil</p>Dragão Brasil #196: →Itens amaldiçoados → Moster chef : Danin (amaldiçoados por Megalock) → Breve jornada : Fuga para Aslothia → Distinção: Lobo Lunar (licantropos de Tenebra) </div><div class="_292iotee39Lmt0MkQZ2hPV RichTextJSON-root"> </div><div class="_292iotee39Lmt0MkQZ2hPV RichTextJSON-root"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixAIM6hgLsp9mrjLjB7be7cvs0GD4rC_BvdaIsieoWUmcMmSji_AexvUXlh52Le0Iofl1Hxuhzvk1d7kOBjvySdy5ZCAWXy1YyqLls72TpsKrkHcGNhnVcF9Y5uI1pnyQ0YqsWQzM2Ki4QNfoFibjd4xa5WilMwizo0LnJbpKoHRMYxxWYqlWNfDVn2Go/s600/polvo.jpg" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="337" data-original-width="600" height="135" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixAIM6hgLsp9mrjLjB7be7cvs0GD4rC_BvdaIsieoWUmcMmSji_AexvUXlh52Le0Iofl1Hxuhzvk1d7kOBjvySdy5ZCAWXy1YyqLls72TpsKrkHcGNhnVcF9Y5uI1pnyQ0YqsWQzM2Ki4QNfoFibjd4xa5WilMwizo0LnJbpKoHRMYxxWYqlWNfDVn2Go/w238-h135/polvo.jpg" width="238" /></a></div>Dragão Brasil #197: →Bestiário: Licantropos como Monstros pra T20 → Breves Jornadas: Banquete em Fuga → Mini Aventura: Língua Morta → Patamares de poder - T20 e Ghanor</div><div class="_292iotee39Lmt0MkQZ2hPV RichTextJSON-root"> </div><div class="_292iotee39Lmt0MkQZ2hPV RichTextJSON-root">Dragão Brasil #198: →Novos poderes para Barbaros e Inventores → Breves Jornadas: Um novo dia para morrer → →NPCs malignos pra T20 <br /><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão Brasil #199: → Riquezas variadas → Cozinhando monstros? adaptação de Dungeon Meshi → Manobras em combate → Breves jornadas: Altos problemas em Nitamu-ra → 3 novas classes pra aventureiros: Miragem, Mistico e Samurai<br /></p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão Brasil #200: → Poderes draconicos para os personagens e itens → dicas de mestre: usando o ameaças de arton → Literatura de tormenta → conto sobre o Paladino e Galtran → Breves jornadas PREOCUPAÇÕES DRACÔNICAS → Monstro: Dragão de aço</p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão Brasil #201: → → → → →</p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão Brasil #202: → → → → →</p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão Brasil #203: → → → → →</p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão Brasil #204: → → → → →</p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão Brasil #205: → → → → →</p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão Brasil #206: → → → → →</p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão Brasil #207: → → → → →</p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão Brasil #208: → → → → →</p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão Brasil #208: → → → → →</p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão Brasil #209: → → → → →</p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;">Dragão Brasil #210: → → → → →</p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;"> </p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;"> </p><br /><br /><br /><br /><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: justify;"><br /> </p><p class="_1qeIAgB0cPwnLhDF9XSiJM" style="text-align: center;"><a href="https://apoia.se/dragaobrasil">https://apoia.se/dragaobrasil</a><br /></p></div></div><script src="moz-extension://6846659b-a7bf-4e84-b947-2402dc0d2c84/js/app.js" type="text/javascript"></script><script src="moz-extension://6846659b-a7bf-4e84-b947-2402dc0d2c84/js/app.js" type="text/javascript"></script><script src="moz-extension://6846659b-a7bf-4e84-b947-2402dc0d2c84/js/app.js" type="text/javascript"></script><script src="moz-extension://6846659b-a7bf-4e84-b947-2402dc0d2c84/js/app.js" type="text/javascript"></script><script src="moz-extension://6846659b-a7bf-4e84-b947-2402dc0d2c84/js/app.js" type="text/javascript"></script><script src="moz-extension://50ad4589-abc8-404b-a55d-0bd69028afe2/js/app.js" type="text/javascript"></script><script src="moz-extension://6becd66c-1420-497d-9cd3-8679d7fbca06/js/app.js" type="text/javascript"></script><script src="moz-extension://6becd66c-1420-497d-9cd3-8679d7fbca06/js/app.js" type="text/javascript"></script><script src="moz-extension://6becd66c-1420-497d-9cd3-8679d7fbca06/js/app.js" type="text/javascript"></script><script src="moz-extension://6becd66c-1420-497d-9cd3-8679d7fbca06/js/app.js" type="text/javascript"></script><script src="moz-extension://6becd66c-1420-497d-9cd3-8679d7fbca06/js/app.js" type="text/javascript"></script><script src="moz-extension://bc13062b-f7c1-4af4-b79f-2ba1c15249cb/js/app.js" type="text/javascript"></script><script src="moz-extension://bc13062b-f7c1-4af4-b79f-2ba1c15249cb/js/app.js" type="text/javascript"></script>Jfjuniorhttp://www.blogger.com/profile/06489839029081384326noreply@blogger.com5tag:blogger.com,1999:blog-1888798435178792165.post-33931544021208763692024-02-28T12:00:00.001-03:002024-03-02T09:57:04.533-03:00As terras das bestas ou as planicies dos Cavalos de Forgotten Realms<div style="text-align: justify;"><span style="font-size: medium;"><!--[if gte mso 9]><xml>
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</style>
<![endif]--></span></div>
<p style="text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><span style="font-size: medium;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPIsK395GAOW84s0fGrywdvZN5ZBctlmdq1Tof9iijxXFQHkq1cGc44rK3vFLFzUf0TPINOpy9zCPmEUUCZ5_CQkdCa1fd57RrMVZHH_MWSBjX-2_DH6JaqltqTl5xwExzfQRatlyoShfvxf7EwR99GNPeXcVUBm_l-tdUl84OZNp374ndInP_8Fjs3wQ/s1000/GreatAmber.PNG.webp" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="725" data-original-width="1000" height="464" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPIsK395GAOW84s0fGrywdvZN5ZBctlmdq1Tof9iijxXFQHkq1cGc44rK3vFLFzUf0TPINOpy9zCPmEUUCZ5_CQkdCa1fd57RrMVZHH_MWSBjX-2_DH6JaqltqTl5xwExzfQRatlyoShfvxf7EwR99GNPeXcVUBm_l-tdUl84OZNp374ndInP_8Fjs3wQ/w640-h464/GreatAmber.PNG.webp" width="640" /></a></span></div><span style="font-size: medium;">A Planície dos
Cavalos era uma região do noroeste de Kara-Tur ou do nordeste das Terras da
Horda que abrigava as tribos nômades dos homens da planície. Também era conhecido
como Beastlands e Deserto dos Cavalos . O nome "Planície dos
Cavalos" foi-lhe dado pelos mandarins Shou Lung , em homenagem ao que
consideravam a sua principal característica cultural e econômica: os cavalos
. </span><p></p>
<p style="text-align: justify;"><span style="font-size: medium;"><b><span>Geografia</span></b><span><br />
<br />
Apesar do nome, a região abrangia diversos tipos de terreno. No norte e no
leste, as montanhas Chigidi pairavam sobre a terra, com picos ultrapassando os
4.600 metros (15.000 pés) no leste e o rio Anai fluindo no norte. Os terremotos
eram uma ocorrência ocasional na cordilheira. No extremo noroeste, uma sucessão
de contrafortes escarpados marcava a fronteira entre a Bacia Ama, no norte, e
as estepes, no sul. Abaixo da cordilheira, as regiões central e ocidental
eram uma vasta extensão do grande planalto Chukei . Nas partes norte, existia a
tundra , onde a paisagem era dominada por pântanos frios e planícies
desprovidas de árvores. Mais ao sul ficava a taiga composta por florestas
boreais e as terras mais adequadas para a agricultura. Este era um braço da
Floresta Ama. O rio Anai corria por essas florestas. <br />
<br />
Além disso havia estepes gramadas, chamadas Planícies Chukei no leste. Elas se
estendiam por milhares de quilômetros quadrados, das montanhas Chigidi no leste
até as margens de Yal Tengri , Hagga Shan e Floresta Iceroot no extremo oeste e
o rio Arundi no sul. Esta era uma planície mais ou menos plana e sem
características, com apenas raros afloramentos rochosos para quebrar a
monotonia. As estepes eram inadequadas para a agricultura, exceto para o
pastoreio de animais. Em seu limite sul, as Planícies dos Cavalos tornaram-se
desertos secos, inabitáveis, exceto por um punhado de oásis espalhados por toda
parte, e juntaram-se ao Deserto de Quoya . No geral, era uma terra desolada que
proibia o assentamento humano e a construção de cidades. </span></span></p>
<p style="text-align: justify;"><span style="font-size: medium;"><b><span>Clima</span></b><span><br />
<br />
O clima era severo e temperaturas extremas eram comuns na Planície dos Cavalos.
Na tundra, a temperatura caía regularmente para -60 graus Fahrenheit (-51 graus
Celsius) e raramente subia além do ponto de congelamento, 32 graus Fahrenheit
(0 graus Celsius). Em contraste, no deserto, a temperatura era muito quente
durante o dia, muitas vezes ultrapassando os 38 graus Celsius (100 graus
Fahrenheit) no verão, mas tornava-se extremamente fria à noite. Lugares como
Haxkhun, na orla da estepe, suportaram ambos os extremos, congelando no inverno
e queimando no verão. A precipitação, na forma de chuva e neve, foi fraca
e no geral a terra estava bastante seca; novamente, Haxkhun raramente recebia
mais de 1 polegada (0,025 metros) de chuva. Em partes das planícies, ocorreram
ventos fortes ao longo do ano, o que poderia causar tempestades de areia que
limitavam a visibilidade a cerca de 0,91 metros (3 pés) ou mais..<br />
<b> </b></span></span></p>
<p style="text-align: left;"><span style="font-size: medium;"><b><span>Flora e Fauna</span></b><span><br />
O cavalo da estepe , ou às vezes pônei da estepe, era uma raça de cavalo
caseira, mas enganosamente poderosa e resistente, nativa das estepes da
Planície dos Cavalos. Muitas vezes considerada uma raça "meio
selvagem", eles estavam entre as raças de cavalos mais resistentes e
ferozes de Toril . Os maiores da raça eram conhecidos como huluk pelos homens
das planícies. Eles podiam correr em ritmo acelerado por grandes
distâncias, apesar de suas pernas curtas, mesmo com um cavaleiro. Seus ossos grossos
lhes davam força e robustez; a caixa torácica de um huluk era quase uma sólida
parede de osso. Sua pele grossa e desgrenhada também fornecia
proteção. Um cavalo destemido e agressivo, eles tinham um
temperamento estável e eram bastante confiáveis no campo de batalha. <span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>Na
verdade, os pôneis das estepes não precisavam ser treinados para a guerra e não
se intimidavam com o confronto de armas, <span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>ruídos
altos ou fogo e raramente entravam em pânico <span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>Eles
vagavam soltos as estepes da Planície dos Cavalos ao norte <span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>e eram
sustentadas apenas por pastagem e água apenas uma vez por dia. <span style="mso-spacerun: yes;"> </span><br />
<b> </b></span></span></p><p style="text-align: left;"></p><div class="separator" style="clear: both; text-align: center;"><span style="font-size: medium;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5FegqN5g2d-5jyRCCVlFUuEP105BmDWYTDxGk34CRHpRowuwai7iZSebjNs_s-p27LHbwPG432Xm7iDUmMDWbuQfBqpiXTi-V1CywQL8Aui5usTZLUqhthH1D5HTHeungzSKgQgkd5bi99w_JJawpQWvNrRXe3Ys7VcAX_1oRfT8ocitxB-xXGvNwuWI/s1000/Plain_of_Horses_KT.webp" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="780" data-original-width="1000" height="500" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5FegqN5g2d-5jyRCCVlFUuEP105BmDWYTDxGk34CRHpRowuwai7iZSebjNs_s-p27LHbwPG432Xm7iDUmMDWbuQfBqpiXTi-V1CywQL8Aui5usTZLUqhthH1D5HTHeungzSKgQgkd5bi99w_JJawpQWvNrRXe3Ys7VcAX_1oRfT8ocitxB-xXGvNwuWI/w640-h500/Plain_of_Horses_KT.webp" width="640" /></a></span></div><span style="font-size: medium;"><b>Características geográficas</b><br />
<br />
<i>Desertos<br />
Deserto de Quoya </i><br /></span><p></p><p style="text-align: justify;"><span style="font-size: medium;"> </span><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O Quoya era limitado em sua borda oriental pela lendária </span></span><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Muralha do Dragão</span></span><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;"> , separando-o efetivamente de Shou Lung. </span><span style="vertical-align: inherit;">No oeste, a vasta </span></span><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Planície dos Cavalos</span></span><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;"> e a nação de </span></span><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Yaïmmunahar</span></span><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;"> se estendiam até onde a vista alcançava. </span><span class="" style="vertical-align: inherit;">As montanhas cercavam o deserto tanto do norte quanto do sul, com a </span></span><span style="font-size: medium;"><span class="new" data-uncrawlable-url="L3dpa2kvQ2hpZ2lkaV9SYW5nZT9hY3Rpb249ZWRpdCZyZWRsaW5rPTE=" title="Cordilheira Chigidi (página não existe)"><span style="vertical-align: inherit;"><span class="" style="vertical-align: inherit;">Cordilheira Chigidi</span></span></span><span style="vertical-align: inherit;"><span class="" style="vertical-align: inherit;"> das </span></span><span style="vertical-align: inherit;"><span class="" style="vertical-align: inherit;">Montanhas Koryaz</span></span><span style="vertical-align: inherit;"><span class="" style="vertical-align: inherit;"> emoldurando o deserto do norte, enquanto o braço norte do impressionante </span></span><span style="vertical-align: inherit;"><span class="" style="vertical-align: inherit;">Katakoro Shan</span></span><span style="vertical-align: inherit;"><span class="" style="vertical-align: inherit;"> cobria a borda sul do deserto.<br /></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">O Quoya era um lugar frio e árido. </span><span class="" style="vertical-align: inherit;">Apesar deste fato, água suficiente de pequenos riachos fluiu através do deserto para a </span></span><span style="vertical-align: inherit;"><span class="" style="vertical-align: inherit;">Depressão de Merket</span></span><span style="vertical-align: inherit;"><span class="" style="vertical-align: inherit;"> para sustentar o crescimento dos famosos </span></span><span style="vertical-align: inherit;"><span class="" style="vertical-align: inherit;">melões Kwachow.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><i>Lagos<br />
Lago Gusang • Lago Yetuq </i></span></p><p style="text-align: justify;"><span style="font-size: medium;"><i> </i><br />
Montanhas e guardas florestais<br />
Montanhas Chigidi • Monte Or-Ghash • Monte Juqan <br />
Planícies<br />
Planícies de Chukei <br />
Rios<br />
Rio Anai • Rio Arundi • Ramo Torgny <br />
<br />
<b>Pessoas</b><br />
<br />
O povo da Planície dos Cavalos era conhecido como Homens da Planície. <span style="mso-spacerun: yes;"> </span>Eles eram baixos e atarracados, suas
características faciais muitas vezes duras ou ásperas. Muitos homens tinham
cavanhaques. Eles eram parentes próximos dos povos Shou e Tabotan . <span style="mso-spacerun: yes;"> </span> <br /></span></p><p style="text-align: justify;"><span style="font-size: medium;"><b>Sociedade<br />
Estrutura social</b><br />
<br />
A unidade básica da sociedade das planícies era a família nuclear, composta não
apenas pelos pais e filhos, mas também pelos seus parentes próximos;
coletivamente, eles eram chamados de 'tenda' ou chang . Vários chang juntos
formaram um 'clã', ou hsing , e vários clãs formaram uma tribo, ou pu-lo . Em
seguida, o grupo de pu-lo que seguia um príncipe reinante era denominado hoshio
. Um hoshio pode ter vários pu-lo vivendo como vizinhos ou eles podem estar
espalhados pela Planície dos Cavalos. No entanto, muitos hoshios compreendiam
apenas um pu-lo , então esses termos tendiam a ser usados como sinônimos e
'tribo' era o termo mais conveniente para ambos. Além disso, a lealdade ou
associação com uma tribo era muitas vezes tênue; um determinado nômade pode ser
um membro reconhecido de sua tribo, mas ter pouco ou nenhum contato com os
líderes tribais. <span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>Havia várias dessas "tribos" <span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>e elas
controlavam grande parte do reino entre elas. <span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>Por
volta do ano Shou 2607 (1357 CV) , as três tribos principais eram Fankiang ,
Kashghun e Tsu-tsu , enquanto as três tribos menores eram Guychiang , T'aghurs
e Igidujin . <span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>Eles estavam entre as tribos erroneamente
chamadas de " Tuigan " por estrangeiros após as Guerras da Horda ,
mas coletivamente eles se autodenominavam Taangan , "o povo dos Taan (seu
nome para a estepe). <span style="mso-spacerun: yes;"> </span><br />
<br />
</span><span style="font-size: medium;"><span class="HwtZe" lang="pt"><span class="jCAhz ChMk0b"><span class="ryNqvb">Em geral, homens e mulheres eram iguais: ambos podiam escolher os seus próprios cônjuges e ter casos como quisessem;</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">ambos poderiam possuir propriedades – e não terras, que nunca poderiam ser propriedade de ninguém – e dispor delas como quisessem;</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">ambos poderiam tornar-se lamas;</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">e ambos poderiam ocupar qualquer cargo governamental.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Na verdade, as mulheres eram favorecidas para administração e autoridade em algumas tribos, pois isso permitia aos homens focar na carreira militar.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Além disso, a herança era matrilinear, com a propriedade dos pais indo para uma filha e seus filhos, e não para um filho.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Uma mulher criou o filho com a família e a identidade do pai era irrelevante.</span></span><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb">Havia também um sistema de classes rígido, embora algumas tribos o seguissem com mais rigor do que outras.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb"> </span></span></span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><span class="HwtZe" lang="pt"><span class="jCAhz ChMk0b"><span class="ryNqvb">No topo estavam os taiji, uma classe nobre que incluía duques e príncipes.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Embora o status do taiji fosse hereditário, na verdade era incentivado que os membros se casassem fora de sua classe.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Em seguida vieram os lamas, uma classe sacerdotal privilegiada.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Abaixo deles estavam os plebeus, que serviam como pastores, agricultores, trabalhadores, guerreiros e contribuintes de impostos.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">No escalão mais baixo da sociedade estavam os escravos, que serviam aos taiji e aos lamas, e os escravos domésticos, que serviam aos plebeus.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">A maioria dos escravos era originária de famílias escravas, enquanto alguns eram plebeus empobrecidos, forçados a se vender.</span></span> </span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><span class="HwtZe" lang="pt"><span class="jCAhz ChMk0b"><span class="ryNqvb">A escravidão era considerada “nem de todo ruim”, pois eles estavam isentos do exército e muitas vezes eram relativamente bem cuidados.[6]</span></span><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb">lamas</span></span><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb">Os lamas serviram como líderes religiosos entre os homens das planícies, embora não tivessem qualquer autoridade real ou poder político em lugar nenhum.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Na verdade, embora recebessem respeito na maioria dos lugares, eram desencorajados e até desprezados em outras partes da Planície dos Cavalos.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Eles praticavam a mesma variedade de religiões que outros homens das planícies, embora a maioria seguisse o Caminho da Iluminação.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Eles variavam tanto em seus hábitos.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Enquanto alguns se reuniam em organizações formais, outros eram independentes.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Muitos supervisionavam templos desde as grandes cidades até os cantos mais remotos da região, mas outros eram andarilhos que iam onde eram necessários, ou pelo menos desejados.</span></span><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb">Qualquer um poderia ser lama, com treinamento adequado.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Normalmente, o treinamento começava na infância como acólitos ou neófitos e eles eram aceitos como lamas completos ao se tornarem adultos.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">As mulheres geralmente optam por se tornar lamas mais tarde na vida, ao ficarem viúvas ou por volta dos 50 anos. Tanto os lamas quanto as lamas raspam a cabeça careca por tradição.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Os altos lamas eram aqueles com antiguidade, experiência e educação elevada;</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">em volta do pescoço, eles usavam caixas de bronze dentro das quais havia pequenos ídolos de ouro.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Embora algumas tribos incentivassem as famílias a terem filhos que se tornassem lamas, outras tribos se esforçaram para desencorajar isso.</span></span></span><span><br />
<br />
Como eles não tinham responsabilidades específicas <span style="mso-spacerun: yes;"> </span>e pouco para ocupá-los além de administrar
templos, <span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>tornar-se lama era popular entre aqueles que
não tinham ambições para mais nada. <span style="mso-spacerun: yes;"> </span>Na
verdade, a principal preocupação da maioria dos lamas era encontrar algo para
fazer. Enquanto alguns se mantinham ocupados trabalhando como guias, outros
pareciam indolentes, levando a uma crescente intolerância entre outros homens
das planícies. Havia aproximadamente 100.000 lamas ativos em toda a Planície
dos Cavalos por volta do ano Shou 2.607 (1.357 CV) e, para muitas autoridades
municipais, isso era demais. Não dispostos a proibi-los totalmente, em vez
disso aprovaram leis destinadas a conter o número crescente de lamas ociosos e
excessivos. Por exemplo, em Li-Raz, os lamas eram obrigados a obter permissão
para viajar e eram proibidos de falar com mulheres em público, enquanto os
acólitos deviam ter pelo menos 14 anos e eram obrigados a assistir a palestras
patrocinadas pelo governo sobre como é terrível e inútil ser um lama era. <span style="mso-spacerun: yes;"> </span><br />
<br />
Um costume dos lamas era o coral horal , uma espécie de debate religioso onde
os lamas desafiavam uns aos outros com questões de natureza filosófica. Se
alguém não conseguisse responder, deveria fazer a próxima pergunta. Ao término
do coral horal , os lamas jogaram uma pitada de farinha no ar, o que
simbolizava a difusão do conhecimento pelo mundo. <span style="mso-spacerun: yes;"> </span><br />
<b>Nômades</b><br />
</span></span></p><div class="separator" style="clear: both; text-align: center;"><span style="font-size: medium;"><span><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCui3DeYwuHo046SGbzTsKYufKcZgn6oPyxkRMmslj0kXMQtB1FyGezdMp0Ff7eARIMPFi8lCU9BA2n5Zrsc-T1P81jJYCMaPSkgV_2kJkM6cLzWeErW3SL3XWwU9WrKS_9fwo7o4JITP2stAATHh5MFLB11GZonLMV4EZ6UQjmjuY1yI7ppfRAdSuDjo/s839/Plain_of_Horses_KT.webp" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="606" data-original-width="839" height="462" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCui3DeYwuHo046SGbzTsKYufKcZgn6oPyxkRMmslj0kXMQtB1FyGezdMp0Ff7eARIMPFi8lCU9BA2n5Zrsc-T1P81jJYCMaPSkgV_2kJkM6cLzWeErW3SL3XWwU9WrKS_9fwo7o4JITP2stAATHh5MFLB11GZonLMV4EZ6UQjmjuY1yI7ppfRAdSuDjo/w640-h462/Plain_of_Horses_KT.webp" width="640" /></a></span></span></div><span style="font-size: medium;"><span><br />Mapa tribal das Terras da Horda<br />
<br />
Um mapa dos territórios tribais das Terras da Horda por volta de 1359 CV. As
tribos da Planície dos Cavalos estão no leste, incluindo diversas tribos
menores.<br />
<br />
A maioria dos homens das planícies eram nômades que seguiam seus rebanhos
livres por centenas de quilômetros em qualquer direção e não construíam lares
permanentes. Eles apreciavam a sua liberdade e tinham pena dos agricultores
assentados que não conseguiam desenraizar-se e mover-se como desejavam. Além
disso, orgulhavam-se da sua capacidade para a vida dura da planície aberta, em
vez da vida tranquila do povoamento. No entanto, a partir do ano Shou 2607
(1357 CV) , um número crescente de homens das planícies estava construindo
casas de longo prazo nas aldeias e cidades. <span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span><br />
<br />
Da mesma forma, os homens das planícies não estavam vinculados aos seus
empregos e preferiam o lazer ao trabalho desnecessário. Se alguém precisasse de
mais dinheiro para uma compra especial, aceitaria um emprego, como caravaneiro
ou mercenário, por alguns dias, mas não mais do que o necessário. Nenhuma
quantia de dinheiro poderia encorajar alguém a trabalhar para nenhum outro
propósito, se não quisesse. <span style="mso-spacerun: yes;"> </span><br />
Aulas<br />
<br />
Os aventureiros das planícies eram frequentemente bárbaros , <span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>assim
como a maioria de seus soldados. <span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>Seus maiores heróis eram donzelas de batalha e
cavaleiros kishi . Alguns poderiam se tornar metamorfos . <span style="mso-spacerun: yes;"> </span><br />
<br />
Os lamas eram tipicamente shukenja ou monges , mas poucos alcançavam
habilidades até mesmo moderadas, mesmo os lamas elevados. <span style="mso-spacerun: yes;"> </span><br />
<b>Cultura<br />
Visualizações</b><br />
<br />
Um povo orgulhoso e desafiador, os homens das planícies viviam de acordo com
sua astúcia e instinto. Eles também eram profundamente pacientes, uma qualidade
nascida de seguirem seus rebanhos por toda parte. Eles eram conservadores e
resistentes a qualquer mudança e também eram agressivos e temiam estranhos.
Eles tinham um respeito saudável pelo sobrenatural, mas desprezavam a magia e
tudo o que está relacionado a ela. <span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span><br />
<br />
Os homens das planícies também eram extremamente gentis com os animais, graças
às vidas que passaram pastoreando-os e montando-os. Muito disso era simples
praticidade, já que um cavalo pacífico poderia ser manejado com mais facilidade
do que um ansioso. No entanto, os homens das planícies iam muito mais longe:
pediam desculpa a uma ovelha antes de a abater e mesmo um piolho arrancado das
suas roupas não era esmagado, mas colocado em segurança no chão. Eles evitariam
matar cobras , pensando que as serpentes eram parentes dos dragões e que algum
dia precisariam implorar um favor a elas. <span style="mso-spacerun: yes;"> </span><br /> </span></span><p></p><p style="text-align: justify;"><span style="font-size: medium;"><span><b>Religião</b></span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><span>
Na Planície dos Cavalos não havia uma religião única e dominante; em vez disso,
cada uma das diferentes tribos seguia crenças diferentes, com dezenas de
versões e variações disponíveis. </span><span lang="EN-US" style="mso-ansi-language: EN-US;"><br />
<span class="HwtZe" lang="pt"><span class="jCAhz ChMk0b"><span class="ryNqvb">Geralmente, as tribos das planícies que mantiveram seus costumes tradicionais, como os Igidujin e os T'aghurs, praticavam o animismo, a adoração dos ancestrais ou a veneração de certos deuses.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Para a maioria dos homens das planícies, cada lugar tinha seu próprio deus local, chamado gajar-un ejin, que cuidava dele.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Por exemplo, o gajar-un ejin do rio Anai controlava o congelamento e o derretimento do gelo do inverno, e se aqueles que viajavam pelo rio o ofendessem, ele derreteria o gelo em instantes para jogá-los na água fria, mas se fossem amigáveis,</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">ele poderia fazer com que o rio congelasse com a mesma rapidez para deixá-los passar.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Esses lugares eram locais sagrados e podiam ser qualquer coisa, desde passagens nas montanhas até oásis férteis.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Os homens das planícies marcaram um local sagrado com um obo, uma estrutura construída em pedra e madeira que chegava a 3 metros de altura, e se fosse particularmente sagrado, haveria vários obos menores abrindo caminho para o obo principal.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Importantes edifícios governamentais em aldeias e cidades, bem como todos os templos, tinham obos.</span></span></span></span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><span lang="EN-US" style="mso-ansi-language: EN-US;"><span class="HwtZe" lang="pt"><span class="jCAhz ChMk0b"><span class="ryNqvb">Enquanto isso, tribos mais cosmopolitas adotaram o Caminho da Iluminação, que conquistou a maioria dos templos da Planície dos Cavalos e a maioria dos lamas.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Um templo típico tinha perto da entrada uma pequena cabine que abrigava rodas de oração, tambores giratórios de aproximadamente 1,8 metros de diâmetro com textos religiosos inscritos ao redor deles.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">As pessoas os usavam para recitar orações para adoração pessoal, às vezes esperando horas por uma vez.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">O próprio templo abrigava até cem ídolos no chão, centenas de pergaminhos de escrituras pendurados nas paredes, pinturas murais, enormes címbalos de bronze e tambores de toras, e outros apetrechos religiosos.</span></span><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb">Alguns homens das planícies seguiram o Caminho, como Aghul Balai do Tsu-tsu, que aprendeu a fé em Shou Lung.</span></span><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb"><b> </b></span></span></span></span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><span lang="EN-US" style="mso-ansi-language: EN-US;"><span class="HwtZe" lang="pt"><span class="jCAhz ChMk0b"><span class="ryNqvb"><b>Vestimentas</b></span></span><span class="jCAhz"><span class="ryNqvb"> </span></span></span></span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><span lang="EN-US" style="mso-ansi-language: EN-US;"><span class="HwtZe" lang="pt"><span class="jCAhz"><span class="ryNqvb"> </span></span><span class="jCAhz ChMk0b"><span class="ryNqvb">Devido ao clima rigoroso da região, os trajes dos Plainsman tendiam a ser práticos, não focados na moda, usando muita pele, lã e couro.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Eles geralmente usavam uma camisa de lã, calças de lã e meias de pele com sandálias de couro, cobertas com um chapéu de lã e às vezes um lenço (khtagh em Chuchian) de pele de raposa ou uma coleira de pele de cachorro.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">No deserto, em particular, os homens das planícies às vezes envolviam a cabeça com panos.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Para lamas e nobres, as roupas eram mais ornamentadas.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Por exemplo, um alto lama poderia usar um vestido de pele vermelha, um lenço de seda estampado e joias de prata, mas o alto lama do Monte Or-Ghash, Torgoja P'a, contentou-se com um velho vestido vermelho esfarrapado.</span></span><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb"> </span></span></span></span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><span lang="EN-US" style="mso-ansi-language: EN-US;"><span class="HwtZe" lang="pt"><b><span class="jCAhz ChMk0b"><span class="ryNqvb">Alfândega</span></span><span class="jCAhz"><span class="ryNqvb"> </span></span></b></span></span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><span lang="EN-US" style="mso-ansi-language: EN-US;"><span class="HwtZe" lang="pt"><span class="jCAhz ChMk0b"><span class="ryNqvb">Corridas de cavalos e luta livre eram esportes muito populares nessas terras.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Combinando estes, a luta a cavalo era praticada pela tribo Fankiang;</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">o objetivo era derrubar o cavalo antes do outro.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">A equitação e o tiro com arco eram a base da vida dos homens das planícies, então a maioria deles era habilidosa nisso.</span></span><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb">Os livros também eram bastante populares para entretenimento.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">No entanto, como muitos homens das planícies eram analfabetos, eles se contentavam em ouvir contadores de histórias.</span></span><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb"> </span></span></span></span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><span lang="EN-US" style="mso-ansi-language: EN-US;"><span class="HwtZe" lang="pt"><span class="jCAhz ChMk0b"><span class="ryNqvb">Feriados e festivais formais eram incomuns, mas havia alguns.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">O mais comumente observado era o Festival dos Espíritos, em que as famílias dos homens da planície faziam oferendas de comida aos espíritos em um obo, uma estrutura construída em pedra e madeira.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb"> </span></span></span></span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><span lang="EN-US" style="mso-ansi-language: EN-US;"><span class="HwtZe" lang="pt"><span class="jCAhz ChMk0b"><span class="ryNqvb">Outro foi o Festival de Verão, com duração de uma semana, um momento de banquetes e celebração do gado recém-nascido, e a Assembleia de Verão, uma reunião de famílias e tribos para discutir questões e compartilhar notícias e fofocas.</span></span><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb">Os soldados formaram laços estreitos com seus cavalos das estepes.</span></span> </span></span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><span lang="EN-US" style="mso-ansi-language: EN-US;"><span class="HwtZe" lang="pt"><span class="jCAhz ChMk0b"><span class="ryNqvb">Antes de qualquer missão ou batalha, explicavam detalhadamente o plano ao cavalo;</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">eles achavam que era um bom presságio se o cavalo ouvisse com atenção, e um mau presságio se o cavalo bufasse e corcoveasse.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Esses cavalos eram tão valorizados que, se o suprimento de alimentos fosse limitado, eles alimentariam seus cavalos antes de suas próprias famílias.</span></span></span></span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><span lang="EN-US" style="mso-ansi-language: EN-US;"></span></span><span class="HwtZe" lang="pt"><span style="font-size: medium;"><b><span class="jCAhz ChMk0b"><span class="ryNqvb">Casas e cidades</span></span></b><span class="jCAhz"><span class="ryNqvb"><b>
</b> </span></span></span></span></p><p style="text-align: justify;"><span class="HwtZe" lang="pt"><span style="font-size: medium;"><span class="jCAhz"><span class="ryNqvb"> </span></span><span class="jCAhz ChMk0b"><span class="ryNqvb">Os nômades da Planície dos Cavalos viviam em yurts, exceto quando passavam o inverno em casas de aldeias mais robustas.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Suas yurts eram tendas grandes e móveis, de formato circular, feitas de peles de animais costuradas.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">O interior estava vazio, exceto um pequeno santuário portátil com uma mesa para fazer oferendas.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Para proteger os ocupantes enquanto dormiam, os nômades mantinham vários cães de guarda ferozes, que eram amarrados do lado de fora da yurt.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Os T'aghurs tinham tendas brancas distintas chamadas ger;</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">estes foram construídos sobre covas rasas que cavaram na terra.</span></span><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb">Uma cidade típica da Planície dos Cavalos era cercada por pequenas fazendas e cabanas de barro onde viviam os camponeses, e às vezes também por um muro defensivo de pedra.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">A entrada era feita por um portão fortificado denominado sibege.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Havia também entrepostos comerciais em importantes rotas comerciais próximas, cada um compreendendo dois edifícios de madeira: um para as duas pessoas que cuidavam do entreposto e outro para seus dois burros.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Dentro da própria cidade, a área foi dividida em diferentes bairros para diferentes fins, separados por cercas de madeira ou pedra.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">O distrito central abrigava escritórios governamentais e outros edifícios, bem como instalações médicas que atendiam pessoas e animais.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">O distrito comercial incluía grupos de barracas de comerciantes, embora as yurts dos mascates nômades tenham sido erguidas em um distrito vizinho.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">No entanto, a administração fiscal era normalmente instalada na periferia da cidade, no centro de uma grande parcela de terreno, para poder receber muitos visitantes.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Estranhamente, a prisão ficava logo ao lado, possivelmente como um aviso sutil.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Geralmente, havia muitas casas, lojas e escritórios.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Um templo geralmente ficava na encosta de uma colina e era uma estrutura de vários andares construída com madeira nobre como pinho, com telhado pintado de dourado e acessado por portões de cor carmesim encimados por torres prateadas.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Estes foram os edifícios mais extravagantes da cidade.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Caso contrário, os edifícios tinham um design simples mas prático, sendo a maioria construída em barro e pedra e os mais importantes construídos em tijolo e atingindo vários andares.</span></span><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb">Linguagem</span></span><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb">Os homens das planícies falavam a língua chuchiana.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Cada uma das tribos principais (Fankiang, Kashghun e Tsu-tsu) falava seu próprio dialeto com o nome deles, enquanto as tribos menores (Guychiang, Igidujin e T'aghurs) adotaram o dialeto da tribo principal mais próxima.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">com quem estavam atualmente aliados.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Esses dialetos mudaram à medida que as alianças mudaram;</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">um ouvido atento poderia determinar a política tribal discernindo qual era usada.</span></span></span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><span lang="EN-US" style="mso-ansi-language: EN-US;">
O vocabulário era muito específico e preciso. </span><span>Os homens das planícies consideravam termos gerais como
"grama", "árvore" ou "lugar" quase inúteis, até
um pouco insultuosos. Eles preferiram, em vez disso, uma palavra específica
para cada item e conceito, ou seja, cada animal, planta, emoção, terreno, tipo
de clima e assim por diante, tinha uma palavra separada anexada. <span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>Eles
dariam todos os detalhes sobre um tópico. Por exemplo, um homem das planícies
questionado sobre um camelo que possuía forneceria sua idade, herança, cor e
personalidade precisas. <span style="mso-spacerun: yes;"> </span>Além disso, cada
marco, por menor que fosse, tinha seu próprio nome, assim como as pessoas. No
entanto, cada tribo tinha seus próprios nomes para cada colina, passagem,
riacho ou curva do rio. Assim, muitos homens das planícies precisavam saber
quatro ou cinco desses nomes para cada ponto de referência para viajar, e os
nomes podiam diferir dependendo de quem o viajante perguntava. <span style="mso-spacerun: yes;"></span></span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><span>
<b>Governo<br />
Chuqali Shilai</b><br />
<br />
Chuqali Shilai , o qaghan de Li-Raz e da tribo Fankiang, e literalmente um
grande homem.<br />
<br />
A Planície dos Cavalos não era um estado unificado e, portanto, não tinha um
corpo governante geral. Em vez disso, cada tribo tinha seu próprio governo e
liderança, que muitas vezes eram semelhantes entre si, com algumas variações.
Primeiro, um líder de um hsing (clã) era chamado de po-shih . Em segundo lugar,
normalmente, um líder tribal era um homem forte carismático, chamado qaghan ,
que demonstrou suas habilidades na guerra e era frequentemente, embora não
necessariamente, descendente de um líder anterior. Este líder era um autocrata,
exercendo poder absoluto. Em contraste, os T'aghurs adotaram um triunvirato,
com partilha de poder entre os seus três governantes. <span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>A
cooperação entre as tribos era quase inédita, enquanto o conflito violento
entre elas era quase incessante <span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>com períodos intermitentes de comércio
pacífico, <span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>ainda assim, as tribos dos homens das
planícies formaram uma confederação frouxa. <span style="mso-spacerun: yes;"> </span><br />
<br />
Enquanto as pequenas tribos e aldeias tinham apenas um qaghan , as tribos e
cidades maiores exigiam uma administração mais envolvida, geralmente baseada na
da cidade de Li-Raz, em Fankiang. Embora os qaghan mantivessem o poder
absoluto, eles eram servidos por quatro subordinados ou oficiais secundários de
poder e status mais ou menos iguais. Eles eram um chanceler, que era seu
principal conselheiro; um yabghu , que era o governante secundário; um segundo
qaghan , que era uma posição honorária concedida a um passado qaghan ou a um
parente qualificado do atual qaghan ; e finalmente o apa qaghan , cargo
tipicamente preenchido pelo irmão mais velho do qaghan . Caso contrário, as
suas funções não foram estritamente especificadas. <span style="mso-spacerun: yes;"> </span><br />
<br />
Abaixo deles estavam os chieh-tu-shih , ou governadores militares. O qaghan os
nomeava como desejavam, sem limite de número, mas governavam seu clã ou
distrito específico. Eles, por sua vez, eram servidos por vários chigolgan , ou
supervisores. Finalmente, havia os mendigos , que eram oficiais financeiros que
supervisionavam as receitas e a arrecadação de impostos, e os elchi , que eram
oficiais menores e escriturários. <span style="mso-spacerun: yes;"> </span><br />
Relações<br />
<br />
A Planície dos Cavalos fazia fronteira com o império de Shou Lung e, como tal,
foi mais fortemente influenciada pelos Shou . Ao longo da sua história, os dois
reinos envolveram-se em comércio intermitente, mas também em períodos de
combates sangrentos. <span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>No entanto, os homens das planícies
permaneceram independentes do império. <span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>A partir do ano Shou 2607 (1357 CV) , havia
uma paz bastante instável entre eles, que poderia a qualquer momento ser
quebrada por um conflito na fronteira ou por uma invasão em grande escala por
um ou outro. Naturalmente, os homens das planícies acreditavam que Shou Lung
era o seu maior inimigo potencial. Eles se consideravam superiores aos Shou
individualmente, até mesmo os consideravam astutos e traiçoeiros. Eles sabiam
que o império tinha a vantagem de um número esmagador, mas também esperavam que
tentassem tomar a Planície dos Cavalos pedaço por pedaço, em vez de uma invasão
em grande escala. Enquanto isso, os Shou viam os homens das planícies como
bárbaros beligerantes que deveriam ser monitorados e administrados de perto. </span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><span> </span><span lang="EN-US" style="mso-ansi-language: EN-US;"><br />
<b>Indústria<br />
Pecuária</b><br />
<span class="HwtZe" lang="pt"><span class="jCAhz ChMk0b"><span class="ryNqvb">A principal indústria da Planície dos Cavalos era a criação e pastoreio de gado;</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">a terra não era adequada para a agricultura.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">O gado mais comum eram ovelhas;</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">a raça local era de coloração preta, branca ou amarela e muito maior do que qualquer outra criada em outras partes de Kara-Tur.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Em seguida, havia gado, cabras, camelos (uma espécie de corcova única) e, claro, cavalos.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Os cavalos das estepes, em particular, eram o recurso mais valioso das tribos nômades das planícies.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Somente os Tsu-tsu criavam porcos.</span></span><span class="jCAhz"><span class="ryNqvb"> </span></span></span></span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><span lang="EN-US" style="mso-ansi-language: EN-US;"><span class="HwtZe" lang="pt"><span class="jCAhz"><span class="ryNqvb"> </span></span><span class="jCAhz ChMk0b"><span class="ryNqvb">As técnicas de pastoreio dos homens das planícies eram bastante básicas: os rebanhos podiam pastar nas estepes gramadas e ir aonde quisessem em suas migrações sazonais e os pastores nômades os seguiam.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Eles poderiam viajar centenas de quilômetros todos os anos.</span></span><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb">Troca</span></span><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb">As diferentes tribos raramente negociavam entre si.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Alguns mascates itinerantes iam de aldeia em aldeia para vender os seus produtos, enquanto membros da tribo Kashghun em Chegoyui por vezes negociavam com tribos mais pequenas e com mercadores ousados de Shou Lung.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">A mercadoria mais valorizada eram os cavalos, embora também fossem trocadas roupas de lã e armas.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb"> </span></span></span></span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><span lang="EN-US" style="mso-ansi-language: EN-US;"><span class="HwtZe" lang="pt"><span class="jCAhz ChMk0b"><span class="ryNqvb">Com o tempo, os Kashghun passaram a controlar todas as rotas comerciais entre a Planície dos Cavalos e Shou Lung.</span></span><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb">Os camelos eram preferidos para viagens de longa distância pelas estepes e para caravanas pelo deserto.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Um condutor de camelo treinado poderia controlar até uma dúzia de animais.</span></span> </span></span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><span lang="EN-US" style="mso-ansi-language: EN-US;"><span class="HwtZe" lang="pt"> <span class="jCAhz ChMk0b"><span class="ryNqvb">Numa caravana, era costume amarrar os camelos do nariz ao rabo para que, se a corda se rompesse ou se soltasse, os que vinham atrás parassem.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Quando havia muitos camelos sem cavaleiros em uma longa caravana, um sino era amarrado na cauda do último camelo;</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">tocaria continuamente e silenciaria se o camelo parasse ou escapasse.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Desta forma, poderia haver várias centenas de camelos numa caravana de grande porte.</span></span></span></span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><span lang="EN-US" style="mso-ansi-language: EN-US;"><span class="HwtZe" lang="pt"><span class="jCAhz ChMk0b"><span class="ryNqvb"> </span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">No entanto, em viagens longas pelo deserto, um camelo só podia carregar uma carga completa em dias alternados, de modo que, a cada dia, metade dos camelos de uma caravana era carregada e o restante descarregado.</span></span><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb">Muitos dos lagos alimentados pelo rio Anai produziam sal, cuja cor variava de acordo com o solo do leito do lago.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">O sal verde era o mais comumente usado, enquanto o sal branco era preferido pelos ricos e o sal vermelho era considerado bom apenas para os animais.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">O Lago Gusang produziu sal branco.</span></span></span></span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><span lang="EN-US" style="mso-ansi-language: EN-US;"></span><span class="HwtZe" lang="pt"><b><span class="jCAhz ChMk0b"><span class="ryNqvb">Tributação</span></span></b><span class="jCAhz"><span class="ryNqvb"><b>
</b>
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb"> </span></span></span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><span class="HwtZe" lang="pt"><span class="jCAhz ChMk0b"><span class="ryNqvb">Os membros de uma tribo eram tributados de acordo com o número de animais que a família possuía.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Sete ovelhas foram contadas como iguais a um cavalo ou vaca, enquanto dois cavalos eram iguais a um camelo.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">As taxas eram justas e nunca fixadas simplesmente para enriquecer um qaghan.</span></span><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb">Da mesma forma, os comerciantes itinerantes eram tributados ao visitar uma cidade das planícies.</span></span> </span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><span class="HwtZe" lang="pt"><span class="jCAhz ChMk0b"><span class="ryNqvb">Isso acontecia uma vez por ano;</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">não se esperava que um comerciante registrado como tendo pago impostos no início do ano o fizesse novamente se fizesse várias visitas naquele ano.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Além disso, antes de vender em cada mercado, tinham que pagar uma taxa de certificação e ter suas balanças inspecionadas e aprovadas para garantir padrões de pesos e medidas.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Não era raro que um comerciante desonesto reduzisse o peso da balança para vender menos e cobrar mais, enquanto um funcionário local corrupto ficava com uma parte do lucro ilícito.</span></span></span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><span class="HwtZe" lang="pt"><b><span class="jCAhz ChMk0b"><span class="ryNqvb"> </span></span><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb">Defesas</span></span></b><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb"> </span></span></span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><span class="HwtZe" lang="pt"><span class="jCAhz ChMk0b"><span class="ryNqvb">Nas tribos menores, todo homem saudável e crescido era contado entre os guerreiros disponíveis.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Eles não tinham forças armadas organizadas;</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">o qaghan ou um deputado escolhido simplesmente gerenciava as tropas e as conduzia para a batalha.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Em uma crise, um po-shih (líder do clã) também poderia reunir todos os guerreiros disponíveis de seu clã em uma força de combate bruta, conforme necessário.</span></span><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb">Em contraste, as tribos maiores mantinham exércitos com uma hierarquia militar mais formal, como segue.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">No nível mais baixo estavam unidades de 10 guerreiros cada, todos do mesmo hsing (clã).</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Dez dessas unidades formaram juntas um muke, o grupo militar básico, com um total de 100 guerreiros.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Por sua vez, dez muke formaram um minggan, com um total de 1.000 guerreiros.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Quando uma batalha significativa seria travada, dez minggan formaram um temu, um exército de 10.000 guerreiros.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Mais uma vez, o Fankiang de Li-Raz fez as coisas de maneira um pouco diferente.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Primeiro, eles tinham unidades de elite conhecidas como ordo comandadas diretamente por seus qaghan e soldados de elite adicionais, she-li, sem comandantes dedicados.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">O qaghan também comandou várias unidades chamadas keshig para sua guarda pessoal.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Algumas tribos, como os Fankiang, mantinham exércitos yunïchaar formados pelos filhos de seus inimigos, sequestrados e criados para serem soldados de elite leais, segundo um antigo costume das Terras da Horda.</span></span><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb">Os homens das planícies eram mestres no combate montado e seus exércitos consistiam quase inteiramente de cavalaria, com cerca de três quartos de arqueiros e o quarto restante armado com espadas, lanças e lanças, todos a cavalo.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Eles foram organizados em muke separados para implantação.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Os muke de tiro com arco montado eram normalmente implantados em grupos de quarenta muke, mas às vezes apenas dez, e operavam em coordenação ou de forma independente.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Embora em menor número, lanceiros e espadachins raramente eram posicionados em grupos menores que um muke, pois dependiam de números e choque.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">A infantaria era muito rara em batalhas e era usada apenas para sitiar uma cidade.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Os soldados da cavalaria treinaram arduamente para controlar suas montarias em uma batalha, aprendendo a escapar até mesmo de uma bola de fogo ou do sopro de um dragão por meio da habilidade equestre.</span></span><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb">Da mesma forma, um exército das planícies concentrava-se na velocidade, nos ataques surpresa e na superioridade numérica.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Eles normalmente só atacariam se tivessem a clara vantagem numérica e a probabilidade de dominar rapidamente o inimigo.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Se fossem eles os que estavam em desvantagem, muitas vezes despachavam uma pequena unidade montada para atrair o inimigo a persegui-los, ao longo de várias horas, até que o inimigo se cansasse, e finalmente os emboscaram com sua força principal.</span></span><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb">As armas dos homens das planícies eram tipicamente lanças leves, cimitarras e arcos curtos compostos e muitos deles eram proficientes nisso.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Os Igidujin favoreciam os clubes, tanto o clube de guerra conhecido como chokhor modo quanto o clube de arremesso chamado sidam.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Eles também empregaram falcões treinados para atacar alvos.</span></span><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb"> </span></span></span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><span class="HwtZe" lang="pt"><span class="jCAhz ChMk0b"><span class="ryNqvb"> </span></span><b><span class="jCAhz ChMk0b"><span class="ryNqvb">História</span></span><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb"> </span></span></b></span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><span class="HwtZe" lang="pt"><b><span class="jCAhz ChMk0b"><span class="ryNqvb">Impérios Antigos</span></span><span class="jCAhz"><span class="ryNqvb">
</span></span></b><span class="jCAhz ChMk0b"><span class="ryNqvb"> </span></span></span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><span class="HwtZe" lang="pt"><span class="jCAhz ChMk0b"><span class="ryNqvb">As tribos de humanos Taangan originalmente colonizaram o Endless Waste por volta de -8.900 CV.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">O Império Imaskari os conquistou por volta de -7.100 CV e extraiu deles tributos semestrais na forma de cavalos e escravos antes de seu colapso final.</span></span></span><br /><span lang="EN-US" style="mso-ansi-language: EN-US;">
<br />
O próximo império a dominar a estepe foi Shou Lung sob a Dinastia Li ( Shou Ano
221 (−1029 CV) a Shou Ano 580 (−670 CV) <span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>), que se expandiu para as Terras da Horda
através da Planície dos Cavalos. </span><span>Sob
eles, o poder das tribos nômades diminuiu. <span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>No
entanto, por volta de -600 CV , tribos da Planície dos Cavalos avançaram para o
oeste em uma tentativa de expulsar o império Raumathar da estepe e libertar
seus parentes. Eles não tiveram sucesso, mas retornaram por volta de -150 CV
para dispersar os remanescentes de Raumathar após o colapso do próprio império.
<span style="mso-spacerun: yes;"> </span><br />
<br />
Os Shou reinaram até que o povo Kalmyk emergiu do Hagga Shan e forçou o império
Shou Lung da Dinastia Li a voltar até o Planalto Chukei . Os Kalmyks
estabeleceram seu próprio império turbulento na região. <span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>Mas
então o Demônio de Cobre de Tros apareceu e tiranizou tanto o império Kalmyk
oriental quanto o Shou Lung ocidental por oito longos anos, antes de ser
derrotado por heróis no Ano Shou 1010 (-240 CV) . <span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>Na
sequência, os Kalmyks se dividiram em dois, e seu império do norte fez as pazes
com a nova Dinastia Kao de Shou Lung ( Shou Ano 1025 (-225 CV) a Shou Ano 2050
(800 CV) <span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>) e se tornou seu estado vassalo. Mais tarde,
o império do sul, chamado Suren , invadiu as possessões enfraquecidas da
Dinastia Kao Shou Lung, até que também se desintegrou. Com o tempo, os grandes
impérios procuraram outro lugar e as tribos das estepes foram deixadas à
própria sorte. Embora cada um desses impérios tentasse controlar e até mesmo
unificar as tribos das estepes, nenhum jamais conseguiu; eles sempre se
dividiram em suas antigas tribos para vagar e guerrear entre si. <span style="mso-spacerun: yes;"> </span></span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><span><span style="mso-spacerun: yes;"> </span><br />
<b>As tribos das planícies</b><br />
Os primeiros hsing (clãs) das montanhas foram apenas vagamente reunidos antes
de entrarem em guerras mortais entre si. Depois de quase um século disso, o
impiedoso Qaland Shurijah, uniu os clãs e forjou a tribo Igidujin. A
cruel e despótica família Qaland reinou sobre os Igidujin desde então e os
liderou em ataques regulares às aldeias vizinhas, acampamentos nômades e
caravanas. <span style="mso-spacerun: yes;"> </span><br />
A rivalidade dos Fankiang com os Commani começou há muito tempo, durante um
couralitai , um grande conselho dos cãs (chefes) com a presença de todas as
tribos das Terras da Horda. Durante uma acalorada discussão no conselho, o cã
dos Commani e seus filhos foram assassinados. Os assassinos nunca foram
descobertos, mas, depois de encontrar provas contra eles, os Commani
suspeitaram dos Kashghun e que os Fankiang protegiam os assassinos. Isto levou
ao ódio entre os dois grupos, que durou até meados do século XIV .
<br />
Por volta do ano Shou 2100 (850 CV) , um bando de rebeldes se separou da cidade
de Li-Raz, em Fankiang, e estabeleceu sua própria comunidade, que se
desenvolveu em Jugicha. Isso desencadeou um realinhamento do hsing da Planície
dos Cavalos, dando origem à tribo Tsu-tsu, baseada em Jugicha. <span style="mso-spacerun: yes;"> </span><br />
Mais tarde, o Tsu-tsu procurou conquistar o Fankiang em Li-Raz. Por volta do
ano Shou 2500 (1250 CV) , eles fizeram um tratado com os Kashghun e se aliaram
contra os Fankiang, propondo que os atacassem de lados opostos. Embora os
Tsu-tsu tenham atacado os Fankiang pelo norte, os Kashghun mudaram de ideia. Os
Tsu-tsu foram forçados a recuar. <span style="mso-spacerun: yes;"> </span><br />
Por volta do ano Shou 2587 (1337 CV) , o governo corrupto de qaghan Shajji
Ghoiji do Tsu-tsu caiu no caos e finalmente na rebelião. O apa qaghan de Ghoiji
, seu assistente e irmão Shajji Hoijarek , interveio, reunindo conselheiros
competentes ao seu lado e tornando-se qaghan em seu lugar. Nas duas décadas
seguintes, Hoijarek restabeleceu a ordem em Jugicha e reviveu a prosperidade
Tsu-tsu, unindo-os mantendo uma frente forte contra Fankiang e Li-Raz. Quando
os invasores Fankiang mataram a esposa e os filhos de Hoijarek, ele e todos os
Tsu-tsu fizeram um voto de vingança. Hoijarek também conquistou uma série de
tribos vizinhas menores, matando seus rebanhos e envenenando seus suprimentos
de água para forçá-los a se submeterem ao Tsu-tsu. </span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><span><br />
<b>História moderna</b><br />
Antes do Ano Shou 2607 (1357 CV) , foi relatado que um poderoso líder havia
emergido na Planície dos Cavalos e estava lentamente transformando as tribos em
uma única nação de guerreiros ferozes.
<br />
Mais tarde, Hoijarek do Tsu-tsu traçou um esquema para atrair o Fankiang para
uma armadilha. No ano Shou 2607 (1357 CV) , ele ordenou que quarenta camelos
fossem tingidos de branco, <span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>já que os camelos brancos eram considerados
sagrados pelos Fankiang, <span style="mso-spacerun: yes;"></span>e deixados para pastar um dia de passeio a
oeste de Li-Raz, onde eles seria inevitavelmente avistado por batedores ou
pastores de Fankiang. Os cavaleiros Tsu-tsu então ficaram à espreita para
emboscar qualquer Fankiang que viesse capturar essas feras aparentemente
valiosas. Os pastores de Fankiang avistaram esses camelos possivelmente
valiosos e os relataram a qaghan Shilai, que despachou soldados e aventureiros
para recuperá-los. Esta emboscada pode ter levado a uma batalha ou guerra total
entre as duas tribos. <span style="mso-spacerun: yes;"> </span><br />
<br />
Quando Yamun Khahan subiu ao poder sobre as Terras da Horda, seu Grande
Exército dos Tuigan finalmente conquistou o Fankiang, em algum momento entre o
Ano Shou 2607 (1357 CV) e o Ano Shou 2609 (1359 CV) . Apesar disso, eles
continuaram sendo uma das únicas tribos a oferecer alguma resistência real ao
seu governo, sendo muito rebeldes e difíceis de controlar. Aghul
Balai do Tsu-Tsu estava entre os professores, conselheiros mágicos e agentes da
Segunda Imperatriz Bayalun do Tuigan em Quaraband. Aghul procurou converter
Bayalun ao Caminho. <span style="mso-spacerun: yes;"> </span></span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><span>
<b>Locais notáveis</b><br />
<i>Assentamentos<br />
Alamaqu • Chegoyui • Haxkhun • Jugicha • Li-Raz • Peqqir •
Quaraqand <br />
Outros sites<br />
Oásis de Ansi • Oásis de Pigeon Rock <br />
Estradas<br />
Estrada das Especiarias <br /></i>
<br /><br />
<b>Fundo</b><br />
<br />
A região da Planície dos Cavalos é inspirada na Mongólia. A região
vizinha das Hordas do cenário de campanha da Horda, desenvolvida alguns anos
depois, também é inspirada na Mongólia, levando a muitas semelhanças, mas
também diferenças entre elas. A Horda evita reimprimir informações de Kara-Tur:
The Eastern Realms e lista brevemente as tribos Kara-Turan como estando entre
os Tuigan e outros, enquanto a Dragon #349: artigo "The Horde:
Barbarians of the Endless Waste" segue o exemplo, mas nenhum deles entra
em detalhes sobre eles. Embora exista uma clara sobreposição entre as duas
culturas, existem também diferenças na terminologia, religião e sociedade, bem
como outros aspectos que não podem ser confirmados. Além disso, algumas fontes
e mapas aplicam o nome 'Planície dos Cavalos' a toda a região das
Hordelands/Endless Wastes, enquanto outros o restringem ao nordeste, na área
original de Kara-Turan. Portanto, para maior clareza e foco, este artigo foca
na Planície dos Cavalos original, tratando-a como uma região distinta com
cultura própria que faz parte das Terras da Horda.<br /></span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><span><b>Notas</b><br />
O Atlas dos Reinos Esquecidos aplica o nome "Planície dos Cavalos" a
quase todas as Terras da Horda, desde o Grande Mar de Gelo até as Montanhas da
Guarda Divina e Shalhoond , incluindo muitas outras coisas que não são
planícies. Da mesma forma, A Horda p. 5 também dá "Plain of Horses"
como um nome para toda a região das Hordelands. Isso implica que os dois nomes
são sinônimos. No entanto, os mapas em The Horde and Dragon #349, "The
Horde: Barbarians of the Endless Waste" limitam as Planícies dos Cavalos
às estepes do nordeste, enquanto Kara-Tur: The Eastern Realms apenas mapeia e
descreve a metade oriental (embora isso possa simplesmente seja porque é o
limite da configuração mapeada). Assim, para facilitar a organização e
discussão, este artigo concentra-se especificamente nesta estepe nordestina e
arredores. Outras menções de uma "Planície de Cavalos" ou
"Planícies de Cavalos" muito maior devem ser consideradas como se
referindo às Terras da Horda como um todo ou a outras planícies, desertos e
estepes nomeados.<br />
Mencionado brevemente em Oriental Adventures , este enredo foi perdido ou não
foi claramente seguido em Kara-Tur: The Eastern Realms , então não está claro
quem é esse líder ou se eles tiveram sucesso. Os candidatos são Chuqali Shilai
dos Fankiang e Qaland T'akk dos Igidujin, mas embora ambos pretendam governar a
terra, nenhum deles mostra quaisquer sinais de unir as tribos e fazê-lo. Em
qualquer caso, este papel seria finalmente preenchido por Yamun Khahan dos
Tuigan nas vizinhas Hordelands. A presença de Fankiang e Tsu-tsu entre suas
forças sugere que é Yamun incorporando essas tribos sob seu governo. No
entanto, isto foi escrito muito depois de Oriental Adventures .<br />
A data e as circunstâncias da conquista do Fankiang por Yamun não são
conhecidas. No entanto, como os Fankiang ainda não foram conquistados em c.
1357 CV em Kara-Tur: Os Reinos Orientais (antes da criação do cenário Tuigan e
da Horda), presume-se que seja após esta data e antes da data de estabelecimento
da Horda , 1359 CV.</span></span></p>
<p class="MsoNormal" style="text-align: justify;"><span style="font-size: medium;"> </span></p>
<span style="font-size: medium;"><script src="moz-extension://bc13062b-f7c1-4af4-b79f-2ba1c15249cb/js/app.js" type="text/javascript"></script></span>Jfjuniorhttp://www.blogger.com/profile/06489839029081384326noreply@blogger.com0tag:blogger.com,1999:blog-1888798435178792165.post-63321667429203698432024-02-27T16:42:00.001-03:002024-02-27T16:42:00.135-03:00A Maldição de Strahd Epílogo<p style="text-align: justify;"><a href="https://5e.tools/img/adventure/CoS/131-cos16-01.webp" rel="noopener noreferrer" target="_blank">
<img class="rd__image" height="874" src="https://5e.tools/img/adventure/CoS/131-cos16-01.webp" width="658" /> </a></p><p style="text-align: justify;"> <span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Strahd
é um desafio mortal para os personagens. Se eles confrontarem o vampiro
muito cedo, sem o benefício de itens mágicos como o </span></span><span style="font-size: medium;"><a data-vet-hash="holy%20symbol%20of%20ravenkind_cos" data-vet-page="items.html" data-vet-source="CoS" href="https://5e.tools/items.html#holy%20symbol%20of%20ravenkind_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Símbolo Sagrado de Ravenkind</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e a </span></span><a data-vet-hash="sunsword_cos" data-vet-page="items.html" data-vet-source="CoS" href="https://5e.tools/items.html#sunsword_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Espada Solar</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
, eles provavelmente morrerão. Os personagens podem melhorar suas
chances de sobrevivência explorando a terra da Baróvia, derrotando males
menores e ganhando aliados, itens mágicos e níveis de experiência.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O resultado do confronto final entre Strahd e os personagens determina como a aventura termina.</span></span></p><hr class="rd__hr rd__hr--section" style="margin-left: 0px; margin-right: 0px; text-align: left;" /><div class="rd__b rd__b--0" style="text-align: justify;"><h1 class="rd__h rd__h--0" data-title-index="2" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Strahd prevalece</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p207</span></span></span></span></span></h1></div><div class="rd__b rd__b--0" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Assim
que termina de brincar com os personagens, Strahd se propõe a
derrotá-los completamente, tendo concluído que nenhum deles é digno de
substituí-lo como senhor da Baróvia. Ele não ficará satisfeito até que
todos os personagens estejam mortos ou se transformem em seus consortes
vampiros.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se Strahd vencer, ele sela os personagens nas catacumbas ( </span></span><span style="font-size: medium;"><a href="https://5e.tools/adventure.html#CoS,5"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 4</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , área K84, </span></span><a data-vet-entry="{"type":"entries","name":"Crypt 23","page":90,"id":"2e9","entries":["The first time the characters happen upon this crypt, they see one of their names (determined randomly) etched into the door. Opening the crypt releases a horrid stench of decay and reveals a corpse lying on the marble slab within. The corpse looks like the character named on the door. Touching the corpse causes it to melt away, whereupon the inscription fades. On later visits to this crypt, the door is unmarked and the crypt is empty."]}" data-vet-opts="{"isLargeBookContent":true,"depth":1}" href="https://5e.tools/adventure.html#cos,5,crypt%2023,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">cripta 23</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) e instrui seus servos a esconderem todos os seus itens mágicos.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Com os personagens fora do caminho, Strahd volta sua atenção para fazer de </span></span><span style="font-size: medium;"><a data-vet-hash="ireena%20kolyana_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#ireena%20kolyana_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Ireena Kolyana</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
sua noiva. Se ela ainda estiver viva e ao seu alcance, Ireena será
transformada em uma cria de vampiro e selada em sua cripta sob o Castelo
Ravenloft.</span></span></span></p><div class=""><div class="rd__wrp-image relative">
<span style="font-size: medium;"></span>
</div></div></div><hr class="rd__hr rd__hr--section" style="margin-left: 0px; margin-right: 0px; text-align: left;" /><div class="rd__b rd__b--0" style="text-align: justify;"><h1 class="rd__h rd__h--0" data-title-index="3" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Strahd morre</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p207</span></span></span></span></span></h1></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Quando </span></span><span style="font-size: medium;"><a data-vet-hash="strahd%20von%20zarovich_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#strahd%20von%20zarovich_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Strahd</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
é reduzido a 0 pontos de vida, ele se transforma em névoa e recua para
seu caixão (veja o recurso Misty Escape no bloco de estatísticas </span></span><a data-vet-hash="vampire_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#vampire_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">do vampiro</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ). O vampiro deve estar em seu local de descanso para ser totalmente destruído.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se os personagens acabarem com Strahd em seu caixão, leia:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Strahd
não consegue esconder sua surpresa quando a morte o leva para o abismo
negro. A surpresa se transforma em raiva, e a Pedra Pilar de Ravenloft
treme de fúria, sacudindo a poeira do teto da tumba do vampiro. Os
tremores diminuem à medida que o ódio ardente de Strahd se dissipa,
sendo finalmente substituído por alívio. As órbitas escuras de seus
olhos murcham e afundam em seu crânio enquanto seu cadáver se deteriora
diante de você. Em questão de momentos, apenas ossos, poeira e
vestimentas nobres permanecem. </span></span><span style="font-size: medium;"><a data-vet-hash="strahd%20von%20zarovich_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#strahd%20von%20zarovich_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Strahd von Zarovich</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , o senhor das trevas da Baróvia, está morto e desaparecido.</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="4" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">A vingança de Rahadin</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p207</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se Strahd morrer, mas </span></span><span style="font-size: medium;"><a data-vet-hash="rahadin_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#rahadin_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Rahadin</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ainda viver, o camareiro elfo do crepúsculo aparecerá momentos após a morte de Strahd. Quando isso ocorrer, leia:</span></span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">"Mestre!"
diz uma voz atrás de você. Um elfo com pele morena escura e longos
cabelos negros, seu rosto uma máscara de terror, olha para o que você
fez e grita.</span></span></p></div><p><span style="font-size: medium;"><a data-vet-hash="rahadin_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#rahadin_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Rahadin</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
serviu a família de Strahd por centenas de anos e não aceita bem a
derrota de seu mestre. O camareiro elfo do crepúsculo desembainha sua
cimitarra e tenta vingar Strahd. Angustiado, ele não pode ser
fundamentado.</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="5" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Sergei e Ireena</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p207</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esta cena opcional pode ser usada após Strahd ser derrotado. Presume-se que </span></span><span style="font-size: medium;"><a data-vet-hash="ireena%20kolyana_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#ireena%20kolyana_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Ireena Kolyana</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> sobreviveu à aventura e ainda não se reencontrou com Sergei.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Na manhã seguinte à morte de Strahd, os personagens se sentem atraídos para o mirante do Castelo Ravenloft ( </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"K6. Overlook","page":54,"id":"1aa","entries":[{"type":"insetReadaloud","id":"1ab","entries":["Dark clouds overhead drizzle constantly. A flagstone avenue passes between empty outbuildings, leading to a stone-paved overlook. The overlook has a low stone wall adorned with outward-facing gargoyle carvings."]},"If a character peers over the balcony, read:",{"type":"insetReadaloud","id":"1ac","entries":["A flash of lightning illuminates the dismal village of Barovia, its rooftops visible above a smothering blanket of fog one thousand feet below."]},"If a character who has a passive Wisdom ({@skill Perception}) score of 15 or higher peers over the wall, add:",{"type":"insetReadaloud","id":"1ad","entries":["Underneath the platform on which you stand, about one hundred feet down, a stone construction protrudes from the cliff face. Three dirt-caked windows are set into it."]},"The windows are so dirty as to be opaque, although a character within reach of one can scrape the dirt away and see a dusty tomb beyond ({@area area K88|322|x}). Characters who try to reach the windows from the overlook must descend 110 feet and move 20 feet back under the platform. This descent can't be accomplished without the aid of magic or the use of a climber's kit.","Anyone who falls from the overlook plummets 1,000 feet.",{"type":"entries","name":"Fortunes of Ravenloft","page":54,"id":"1ae","entries":["If your card reading indicates an encounter with {@creature Strahd von Zarovich|CoS|Strahd} in this area, he is looking out over the balcony."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,5,k6.%20overlook,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área K6</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ), e lá eles testemunham a cena seguinte.</span></span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Nuvens
espessas enchem o céu. Através das névoas frias da manhã, a terra da
Baróvia é visível bem abaixo. Há tranquilidade aqui. O descanso chegou
ao vale pela primeira vez que alguém se lembra.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma
luz pisca atrás de você. Girando, você vê um homem imponente – um ser
de carne e osso – em uma armadura brilhante e uma capa esvoaçante. Seu
semblante mostra grande força de vontade, mas a contundência de sua
presença é temperada por seus olhos calmos e tristes. Suas feições são
as de Strahd, mas sutilmente diferentes.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Sua
voz é calma e pacífica. "Meu nome é Sergei von Zarovich." Ele se vira
para Ireena. "Tatyana, chegou a hora de descansar. Venha, meu amor e
esposa." Ele estende a mão.</span></span></p><p><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Os olhos questionadores de </span><a data-vet-hash="ireena%20kolyana_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#ireena%20kolyana_cos"><span style="vertical-align: inherit;">Ireena Kolyana</span></a><span style="vertical-align: inherit;">
se abrem de repente com reconhecimento e conhecimento. Memórias
esquecidas voltam para ela. "Sergei!" ela grita, saltando para ele com a
graça de uma corça. Eles se abraçam.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Ireena se vira para você e diz: "Eu sou </span></span><span style="font-size: medium;"><a data-vet-hash="ireena%20kolyana_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#ireena%20kolyana_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Ireena Kolyana</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
, mas no passado fui a amada Tatyana de Sergei. Ao longo de todos esses
séculos, representamos a tragédia de nossas vidas. Agora, com nossa
mais profunda gratidão a você, essa tragédia acabou .É hora de a alegria
começar de novo."</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma
luz cintilante envolve Ireena e Sergei. De mãos dadas, eles caminham
para o leste em direção à borda do mirante. Seus pés não tocam o chão
enquanto trilham um caminho além deste mundo mortal. Sua estrada
invisível os leva além do precipício oriental, seu brilho iluminando e
afinando as nuvens acima da Baróvia. As nuvens de repente se abrem,
deixando passar raios de luz solar gloriosa. No vale abaixo, a estranha
neblina se dissolve. A Baróvia está livre mais uma vez.</span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="6" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Fuga da Baróvia</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p208</span></span></span></span></span></h2></div><div class="rd__b rd__b--1" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
morte de Strahd concede um alívio à Baróvia. A neblina que envolve a
terra se afina e não prejudica mais quem por ela passa. As nuvens
escuras que pairam sobre o vale há séculos dão lugar à luz do sol,
tirando os Barovianos do desespero.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os
Barovianos interpretam a luz do sol como um sinal de que o mal em sua
terra foi expurgado. Embora a fuga agora seja possível, a maioria dos
Barovianos percebe que não tem para onde ir e nem motivo para partir.
Alguns partem, temendo o retorno da escuridão ou desejando ver suas
terras ancestrais. Aqueles que têm alma podem deixar o vale, enquanto
aqueles sem alma desaparecem no nada enquanto dão os primeiros passos
além dos limites do antigo domínio de Strahd.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="7" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Consequências</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p208</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os
morcegos, lobos e lobos terríveis da Baróvia perdem sua ligação
sobrenatural com Strahd após sua destruição e se tornam feras comuns,
destinadas a serem caçadas ou levadas até os confins da Floresta
Svalich.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Mesmo
após a morte de Strahd, o Castelo Ravenloft continua sendo um lugar
assombrado evitado por todos os Barovianos. A sua imensidão sombria e o
seu semblante ameaçador são suficientes para dissuadir os habitantes
locais de a saquearem ou reocuparem.</span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="8" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">A Ascensão de Ismark</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p208</span></span></span></span></span></h3></div><div class="rd__b rd__b--2" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se sobreviver à aventura, </span></span><span style="font-size: medium;"><a data-vet-hash="ismark%20kolyanovich_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#ismark%20kolyanovich_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Ismark Kolyanovich</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
torna-se burgomestre da vila de Baróvia. Ele é grato aos personagens
por tudo o que realizaram e os incentiva a permanecer na Baróvia e
ajudá-lo a livrar a terra de outras ameaças, oferecendo sua aldeia como
um porto seguro.</span></span></span></p></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="9" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Êxodo Vistani</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p208</span></span></span></span></span></h3></div><div class="rd__b rd__b--2" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Temendo
que os Barovianos possam matá-los por serem espiões e colaboradores, os
Vistani arrumam suas carroças e deixam o vale com grande pressa. Os
Barovianos estão felizes em vê-los partir.</span></span></p></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="10" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Caçadores de Vampiros</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p208</span></span></span></span></span></h3></div><div class="rd__b rd__b--2" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se ele ainda estiver vivo, </span></span><span style="font-size: medium;"><a data-vet-hash="rictavio_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#rictavio_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Rudolph van Richten</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (ver " </span></span><a data-vet-entry="{"type":"entries","name":"Rictavio","page":238,"id":"7b8","entries":["Several months ago, a {@creature Rictavio|CoS|colorfully dressed half-elf bard} came to Barovia in a carnival wagon, with a pet monkey on his shoulder. He took over an abandoned tower on Lake Baratok before rolling into the town of Vallaki several months later. Claiming to be a carnival ringmaster in search of new actors, he began regaling locals with tales of distant lands.",{"type":"entries","id":"7b9","entries":[{"type":"entries","name":"Monster Hunter","page":238,"id":"7ba","entries":["The half-elf ringmaster is, in fact, a legendary human vampire hunter named Rudolph van Richten. Van Richten's tale is a sad one. A scholar and doctor from a land called Darkon, he married his childhood sweetheart, Ingrid, and together they had a son, Erasmus. When he was fourteen, Erasmus was stolen away by Vistani and sold to a vampire named Baron Metus to be used as a companion. By the time van Richten found his son, it was too late: the baron had already transformed Erasmus into a vampire spawn. Erasmus begged his father to end his suffering, which van Richten did by pounding a wooden stake through his son's chest. Baron Metus avenged that deed by killing van Richten's wife, and van Richten has lived with the horror of his family's destruction ever since. After destroying Baron Metus in turn, van Richten sought revenge against the Vistani and took up a life of hunting evil monsters."]},{"type":"entries","name":"The Waiting Game","page":238,"id":"7bb","entries":["Van Richten isn't a young man anymore. He knows his road is coming to an end, but his work isn't done. He has come to Barovia to kill {@creature Strahd von Zarovich|CoS}, the greatest vampire of them all. Van Richten has studied Strahd for years and knows he can't hope to best the vampire in a straight-up confrontation: he must wait for the right moment to strike. He has good evidence to suggest that Strahd periodically hibernates in his coffin, sometimes for years, when all is quiet in the realm. While he bides his time, van Richten hides in plain sight with the aid of a {@item hat of disguise}, his thoughts protected by a {@item ring of mind shielding}. He is trying to learn more about the Keepers of the Feather—a society of wereravens that oppose Strahd—while trying not to expose the secret society to their mutual enemy. He thinks the wereravens might prove helpful when the time comes. Van Richten also wants to take out as many of Strahd's spies as he can, starting with evil Vistani."]},{"type":"entries","name":"Man with a Plan","page":238,"id":"7bc","entries":["Van Richten doesn't know that his former protégé, a good-aligned Vistana named {@creature Ezmerelda d'Avenir|CoS}, has come to Barovia looking for him. He taught her many of his monster-hunting techniques, but she doesn't know all of his tricks and disguises. So far, their paths haven't crossed. In the event that van Richten becomes aware of Ezmerelda's presence, he does his utmost to protect her without putting his own plans in jeopardy. If he can manipulate a party of adventurers into keeping an eye on her, he will do so.","Van Richten works alone. A curse placed on him long ago by a Vistani seer brings doom to those he befriends. Furthermore, he believes too much is at stake to risk exposure. Consequently, if he thinks he's in danger of being unmasked, he retreats to his tower (see {@adventure chapter 11|CoS|12}) or some other quiet corner of Strahd's domain."]}]},{"type":"entries","name":"Rictavio's Traits","page":238,"id":"7bd","entries":[{"type":"entries","name":"Ideal","page":238,"id":"7be","entries":["\"Evil cannot go unchallenged.\""]},{"type":"entries","name":"Bond","page":238,"id":"7bf","entries":["\"To protect those I love, I must keep them distant and hidden from my enemies.\""]},{"type":"entries","name":"Flaw","page":238,"id":"7c0","entries":["\"I am cursed. Thus, I will never have peace.\"",{"type":"image","href":{"type":"internal","path":"adventure/CoS/152-636623995708971736.webp"},"title":"{@creature Rictavio|CoS}","width":300,"height":721}]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,21,rictavio,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Rictávio</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> " no apêndice D) deixa a Baróvia para viver seus dias restantes na solidão. Sua protegida, </span></span><a data-vet-hash="ezmerelda%20d'avenir_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#ezmerelda%20d'avenir_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Ezmerelda d'Avenir</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (ver </span></span><a href="https://5e.tools/adventure.html#CoS,21,ezmerelda%20d'avenir,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">apêndice D</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
), não está convencida de que Strahd esteja realmente morto. Ela também
sabe que existem outros males a serem vencidos na Baróvia, então ela
decide permanecer no vale.</span></span></span></p></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="11" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Consortes desencadeados</span></span></span></span></h3></div><div class="rd__b rd__b--2" style="text-align: justify;"><p><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Após sua morte, os vampiros</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> de Strahd </span><span style="vertical-align: inherit;">são libertados de seu controle e cada um busca um novo destino. </span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Escher</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , em particular, deixa o reino, em busca de novas experiências e de uma maneira de se tornar ele próprio um lorde vampiro.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span class="" style="vertical-align: inherit;">Se </span></span><span style="font-size: medium;"><a data-vet-hash="patrina%20velikovna_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#patrina%20velikovna_cos"><span style="vertical-align: inherit;"><span class="" style="vertical-align: inherit;">Patrina Velikovna</span></span></a><span style="vertical-align: inherit;"><span class="" style="vertical-align: inherit;">
sobreviver, ela começará a saquear o conhecimento arcano do Castelo
Ravenloft e do Templo de Âmbar e se preparará para se tornar a nova
mestra da Baróvia.</span></span></span></p></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="12" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">O retorno de Strahd</span></span></span><span class="ve-flex-vh-center"> </span></span></h3></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
suspeita de Ezmerelda revela-se justificada. A destruição de Strahd é
temporária, pois sua maldição não pode ser encerrada tão facilmente. Os
antigos Poderes das Trevas com os quais Strahd forjou seu pacto fazem
com que o vampiro se reforme após um período de meses – tempo suficiente
para que os Barovianos descubram como é viver uma vida de esperança.
Quando Strahd renasce, as brumas cercam a terra da Baróvia mais uma vez,
e a esperança dos Barovianos se transforma em um desespero horrível.
Strahd se lembra da derrota sofrida e começa a planejar sua vingança.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Depois que as névoas reaparecem, </span></span><span style="font-size: medium;"><a data-vet-hash="madam%20eva_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#madam%20eva_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Madame Eva</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
e seus Vistani voltam ao vale, as feras da terra mais uma vez caem sob o
feitiço de Strahd e os burgomestres fortificam seus assentamentos,
esperando contra todas as esperanças que alguém possa salvá-los de
Strahd novamente.</span></span></span></p><div class="" style="text-align: justify;"><div class="rd__wrp-image relative">
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<img class="rd__image" height="457" src="https://5e.tools/img/adventure/CoS/132-cos16-02.webp" width="672" />
</a></span>
</div></div><span style="font-size: medium;"><script src="moz-extension://bc13062b-f7c1-4af4-b79f-2ba1c15249cb/js/app.js" type="text/javascript"></script></span>Jfjuniorhttp://www.blogger.com/profile/06489839029081384326noreply@blogger.com0tag:blogger.com,1999:blog-1888798435178792165.post-49532099286928164702024-02-26T21:50:00.004-03:002024-02-26T21:50:36.051-03:00Resumo de notícias de 25 de fevereiro de 2024<p style="text-align: left;"> <span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Olá a todos, Darryl está aqui com o resumo das notícias de jogos desta semana da EN World.</span></span></p><div class="message-content js-messageContent" style="text-align: left;"><div class="message-userContent lbContainer js-lbContainer " data-lb-caption-desc="Abstruse · Feb 25, 2024 at 3:30 PM" data-lb-id="post-9272532"><article class="message-body js-selectToQuote" id="js-XFUniqueId57"><div style="text-align: justify;"><div class="bbWrapper"><div>
<span style="font-size: medium;"><span data-s9e-mediaembed="youtube"><span class="s9e-miniplayer-inactive"></span></span></span></div><span style="font-size: medium;"><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">PT Publicação de notícias</span></span></b><br /></span>
<ul><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Para um rápido resumo das notícias da semana, Jessica Hancock irá atualizá-lo com o </span></span><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.youtube.com/@enworldlive" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">EN Live's This Week in TTRPG todas as sextas-feiras</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Não se esqueça, você pode acompanhar todas as notícias de jogos da semana em detalhes com o </span></span><span style="font-size: medium;"><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Unofficial Tabletop RPG Talk de Morrus</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . </span><span style="vertical-align: inherit;">Esta semana, Morrus, PJ e Jessica falam sobre </span></span><a class="link link--internal" href="https://www-enworld-org.translate.goog/threads/podcast-288-planestriders-journal-for-level-up-advanced-5e.702817/?_x_tr_sl=en&_x_tr_tl=pt&_x_tr_hl=pt-BR&_x_tr_pto=sc"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Planestrider's Journal</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> for </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Level Up: Advanced 5th Edition</span></span></i></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Todas as segundas-feiras no </span></span><span style="font-size: medium;"><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Not DnD</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , Jessica entrevista o criador de um RPG que não é D&D. </span><span style="vertical-align: inherit;">Na semana passada, Jessica entrevistou a Open Ended Games sobre seu </span></span><a class="link link--internal" href="https://www-enworld-org.translate.goog/threads/not-dnd-against-the-darkmaster.702389/?_x_tr_sl=en&_x_tr_tl=pt&_x_tr_hl=pt-BR&_x_tr_pto=sc"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">clássico RPG de fantasia </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Against the Darkmaster</span></span></i></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A PT Publishing divulgou detalhes e </span></span><span style="font-size: medium;"><a class="link link--internal" href="https://www-enworld-org.translate.goog/threads/planestriders-journal-a-new-cosmology-for-5e-a5e.702613/?_x_tr_sl=en&_x_tr_tl=pt&_x_tr_hl=pt-BR&_x_tr_pto=sc"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">revelou a capa do </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Planestrider's Journal</span></span></i></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , o novo livro de cosmologia para 5e e </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Level Up: Advanced 5th Edition</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> que chegará ao Kickstarter no próximo mês. </span><span style="vertical-align: inherit;">Saiba </span></span><a class="link link--internal" href="https://www-enworld-org.translate.goog/threads/looking-inside-the-planestrider%E2%80%99s-journal.702656/?_x_tr_sl=en&_x_tr_tl=pt&_x_tr_hl=pt-BR&_x_tr_pto=sc"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">mais sobre o livro aqui,</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> incluindo </span></span><a class="link link--internal" href="https://www-enworld-org.translate.goog/threads/list-of-planestrider-archetypes.702764/?_x_tr_sl=en&_x_tr_tl=pt&_x_tr_hl=pt-BR&_x_tr_pto=sc"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">os 17 novos arquétipos</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e </span></span><a class="link link--internal" href="https://www-enworld-org.translate.goog/threads/a-list-of-planes-in-planestriders-journal.702707/?_x_tr_sl=en&_x_tr_tl=pt&_x_tr_hl=pt-BR&_x_tr_pto=sc"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">os 30 novos aviões</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , e inscreva-se para </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.kickstarter.com/projects/enworld/planestriders-journal" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">ser notificado quando o projeto for lançado</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">EN5ider #561 o </span></span><span style="font-size: medium;"><a class="link link--internal" href="https://www-enworld-org.translate.goog/threads/oozes-problem-or-solution.702780/?_x_tr_sl=en&_x_tr_tl=pt&_x_tr_hl=pt-BR&_x_tr_pto=sc"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">cenário perigoso “Ooze Farm”</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> levando os jogadores aos experimentos pegajosos de Binthi Glowstone.</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">PT World tem uma nova seção, </span></span><span style="font-size: medium;"><a class="link link--internal" href="https://www-enworld-org.translate.goog/threads/new-feature%E2%80%94events-releases.702736/?_x_tr_sl=en&_x_tr_tl=pt&_x_tr_hl=pt-BR&_x_tr_pto=sc"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Eventos e Lançamentos</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , para ajudá-lo a acompanhar todos os principais lançamentos e grandes eventos do mundo TTRPG.</span></span></span></li></ul>
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<div class="bbImageWrapper js-lbImage" data-caption="<h4>419735867_883774347084544_844376763268279412_n.jpg</h4><p><a href="https:&#x2F;&#x2F;www-enworld-org.translate.goog&#x2F;threads&#x2F;news-digest-for-february-25-2024.702781&#x2F;?_x_tr_sl&#x3D;en&amp;_x_tr_tl&#x3D;pt&amp;_x_tr_hl&#x3D;pt-BR&amp;_x_tr_pto&#x3D;sc#post-9272532" class="js-lightboxCloser">Abstruse · Feb 25, 2024 at 3:30 PM</a> · <a href="/media/419735867_883774347084544_844376763268279412_n-jpg.136778/"><i class="fa--xf far fa-camera" aria-hidden="true"></i> View media item</a></p>" data-fancybox="lb-post-9272532" data-lb-caption-extra-html=" · <a href="/media/419735867_883774347084544_844376763268279412_n-jpg.136778/"><i class="fa--xf far fa-camera" aria-hidden="true"></i> View media item</a>" data-lb-sidebar-href="/media/419735867_883774347084544_844376763268279412_n-jpg.136778/?lightbox=1" data-single-image="1" data-src="https://www.enworld.org/attachments/419735867_883774347084544_844376763268279412_n-jpg.348095/" style="cursor: pointer;" title="419735867_883774347084544_844376763268279412_n.jpg"><span style="font-size: medium;"><img alt="419735867_883774347084544_844376763268279412_n.jpg" class="bbImage" data-url="" data-zoom-target="1" height="360" src="https://www.enworld.org/attachments/419735867_883774347084544_844376763268279412_n-jpg.348095/" title="419735867_883774347084544_844376763268279412_n.jpg" width="640" /></span>
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</div><span style="font-size: medium;"><br /><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">PT Colunas de recursos mundiais</span></span></b><br /></span>
<ul><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Egg Embry entrevistou </span></span><span style="font-size: medium;"><a class="link link--internal" href="https://www-enworld-org.translate.goog/threads/zweih%C3%84nder-reforged-talking-with-daniel-d-fox-world-of-game-design.702694/?_x_tr_sl=en&_x_tr_tl=pt&_x_tr_hl=pt-BR&_x_tr_pto=sc"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Daniel D. Fox sobre </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">ZWEIHÄNDER Reforged</span></span></i></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , 5a nova edição do RPG de fantasia e terror que chegará ao Kickstarter em breve.</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Rob Wieland fez uma resenha do RPG de terror “assustador” para crianças </span></span><span style="font-size: medium;"><i><a class="link link--internal" href="https://www-enworld-org.translate.goog/threads/get-your-kids-into-the-mystery-business.702409/?_x_tr_sl=en&_x_tr_tl=pt&_x_tr_hl=pt-BR&_x_tr_pto=sc"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">The Mystery Business</span></span></a></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Rob também parecia um tipo diferente de horror com </span></span><span style="font-size: medium;"><a class="link link--internal" href="https://www-enworld-org.translate.goog/threads/we%E2%80%99re-going-to-need-you-to-come-in-and-read-this-review-on-a-saturday.702323/?_x_tr_sl=en&_x_tr_tl=pt&_x_tr_hl=pt-BR&_x_tr_pto=sc"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o RPG corporativo </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Corp Borg</span></span></i></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Charles Dunwoody conversou com Daniel Sell sobre </span></span><span style="font-size: medium;"><a class="link link--internal" href="https://www-enworld-org.translate.goog/threads/troika-deep-dive-another-interview-with-daniel-sell.702435/?_x_tr_sl=en&_x_tr_tl=pt&_x_tr_hl=pt-BR&_x_tr_pto=sc"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o RPG de fantasia científica </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Troika! </span></span></i></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">.</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Saiba mais sobre as pessoas por trás das assinaturas em Conheça nossos colunistas, desta vez falando com </span></span><span style="font-size: medium;"><a class="link link--internal" href="https://www-enworld-org.translate.goog/threads/meet-our-columnists-andrew-corone-peregrine.702187/?_x_tr_sl=en&_x_tr_tl=pt&_x_tr_hl=pt-BR&_x_tr_pto=sc"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Andrew “Corone” Peregrine</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Não perca os mais novos projetos de crowdfunding de RPG que terminam em breve com </span></span><span style="font-size: medium;"><a class="link link--internal" href="https://www-enworld-org.translate.goog/threads/rpg-crowdfunding-news-%E2%80%93-purple-planet-veil-of-the-eternal-night-and-more.702696/?_x_tr_sl=en&_x_tr_tl=pt&_x_tr_hl=pt-BR&_x_tr_pto=sc"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o RPG Crowdfunding News de Egg Embry</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Acompanhe todos os novos lançamentos de RPG impressos com </span></span><span style="font-size: medium;"><a class="link link--internal" href="https://www-enworld-org.translate.goog/threads/rpg-print-news-%E2%80%93-free-league-osprey-games-and-more.702658/?_x_tr_sl=en&_x_tr_tl=pt&_x_tr_hl=pt-BR&_x_tr_pto=sc"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">RPG Print News de Charles Dunwoody</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Encontre as grandes vendas, pacotes e arrecadações de fundos de caridade do TTRPG com as </span></span><span style="font-size: medium;"><a class="link link--internal" href="https://www-enworld-org.translate.goog/threads/freebies-sales-and-charity-bundles-for-february-25-2024.702818/?_x_tr_sl=en&_x_tr_tl=pt&_x_tr_hl=pt-BR&_x_tr_pto=sc"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">notícias sobre brindes, vendas e pacotes de caridade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></li></ul>
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<div class="bbImageWrapper js-lbImage" data-caption="<h4>tomb_raider_ttrpg_cover_art.0.jpg</h4><p><a href="https:&#x2F;&#x2F;www-enworld-org.translate.goog&#x2F;threads&#x2F;news-digest-for-february-25-2024.702781&#x2F;?_x_tr_sl&#x3D;en&amp;_x_tr_tl&#x3D;pt&amp;_x_tr_hl&#x3D;pt-BR&amp;_x_tr_pto&#x3D;sc#post-9272532" class="js-lightboxCloser">Abstruse · Feb 25, 2024 at 3:30 PM</a> · <a href="/media/tomb_raider_ttrpg_cover_art-0-jpg.136777/"><i class="fa--xf far fa-camera" aria-hidden="true"></i> View media item</a></p>" data-fancybox="lb-post-9272532" data-lb-caption-extra-html=" · <a href="/media/tomb_raider_ttrpg_cover_art-0-jpg.136777/"><i class="fa--xf far fa-camera" aria-hidden="true"></i> View media item</a>" data-lb-sidebar-href="/media/tomb_raider_ttrpg_cover_art-0-jpg.136777/?lightbox=1" data-single-image="1" data-src="https://www.enworld.org/attachments/tomb_raider_ttrpg_cover_art-0-jpg.348094/" style="cursor: pointer;" title="tomb_raider_ttrpg_cover_art.0.jpg"><span style="font-size: medium;"><img alt="tomb_raider_ttrpg_cover_art.0.jpg" class="bbImage" data-url="" data-zoom-target="1" height="360" src="https://www.enworld.org/attachments/tomb_raider_ttrpg_cover_art-0-jpg.348094/" title="tomb_raider_ttrpg_cover_art.0.jpg" width="640" /></span>
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</div><span style="font-size: medium;"><br /><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Notícias de mesa</span></span></b><br /></span>
<ul><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O tão aguardado RPG </span></span><span style="font-size: medium;"><i><a class="link link--internal" href="https://www-enworld-org.translate.goog/threads/shadow-of-the-weird-wizard-is-finally-here.702747/?_x_tr_sl=en&_x_tr_tl=pt&_x_tr_hl=pt-BR&_x_tr_pto=sc"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Shadow of the Weird Wizard</span></span></a></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , o spin-off mais familiar do aclamado </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Shadow of the Demon Lord</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , já está disponível e alcançou o primeiro lugar no DriveThruRPG no lançamento.</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A Evil Hat Publishing anunciou um RPG licenciado para </span></span><span style="font-size: medium;"><a class="link link--internal" href="https://www-enworld-org.translate.goog/threads/tomb-raider-licensed-rpg-announced-by-evil-hat-publishing.702773/?_x_tr_sl=en&_x_tr_tl=pt&_x_tr_hl=pt-BR&_x_tr_pto=sc"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">a </span><span style="vertical-align: inherit;">franquia </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Tomb Raider</span></span></i></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> com Lara Croft.</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Beadle & Grimm apresentaram uma prévia de sua edição Platinum da próxima aventura </span></span><span style="font-size: medium;"><a class="link link--internal" href="https://www-enworld-org.translate.goog/threads/theres-a-platinum-vecna-eve-of-ruin-from-beadle-grimm-this-summer.702811/?_x_tr_sl=en&_x_tr_tl=pt&_x_tr_hl=pt-BR&_x_tr_pto=sc"><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Vecna: Eve of Ruin</span></span></i></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A Free League anunciou a mais nova entrada em sua franquia de RPG de ficção científica </span></span><span style="font-size: medium;"><i><a class="link link--internal" href="https://www-enworld-org.translate.goog/threads/free-league-announces-coriolis-the-great-dark.702737/?_x_tr_sl=en&_x_tr_tl=pt&_x_tr_hl=pt-BR&_x_tr_pto=sc"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Coriolis: The Great Dark</span></span></a> </i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> chegando ao Kickstarter no próximo mês.</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A Wizards of the Coast anunciou que </span></span><span style="font-size: medium;"><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Dungeons & Dragons</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> não será </span></span><a class="link link--internal" href="https://www-enworld-org.translate.goog/threads/d-d-no-longer-in-portugese.702796/?_x_tr_sl=en&_x_tr_tl=pt&_x_tr_hl=pt-BR&_x_tr_pto=sc"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">mais localizado em português</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></li></ul><span style="font-size: medium;"><br /><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
Isso é tudo meu para esta semana! </span><span style="vertical-align: inherit;">Não se esqueça </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.patreon.com/enworld" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de apoiar nosso Patreon</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> para trazer mais conteúdo de notícias sobre jogos.
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</div><script src="moz-extension://bc13062b-f7c1-4af4-b79f-2ba1c15249cb/js/app.js" type="text/javascript"></script>Jfjuniorhttp://www.blogger.com/profile/06489839029081384326noreply@blogger.com0tag:blogger.com,1999:blog-1888798435178792165.post-20401137175418704302024-02-25T17:48:00.001-03:002024-02-25T17:48:02.393-03:00Brindes, vendas e pacotes de caridade para 25 de fevereiro de 2024<p style="text-align: justify;"><span style="font-size: medium;"> <span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Bem-vindo
às notícias sobre pacotes, brindes e vendas, a coluna semanal da EN
World que ajuda a garantir que você não perca grandes pacotes de RPG de
mesa, arrecadações de fundos para caridade e vendas em toda a Internet.</span></span><br /><br /></span>
</p><div style="text-align: justify;">
<div class="bbImageWrapper js-lbImage" data-lb-caption-extra-html=" · <a href="/media/471568-png.136776/"><i class="fa--xf far fa-camera" aria-hidden="true"></i> View media item</a>" data-lb-sidebar-href="/media/471568-png.136776/?lightbox=1" data-single-image="1" data-src="https://www.enworld.org/attachments/471568-png.348362/" title="471568.png"><span style="font-size: medium;"><img alt="471568.png" class="bbImage" data-url="" data-zoom-target="1" height="932" src="https://www.enworld.org/attachments/471568-png.348362/" title="471568.png" width="658" /></span>
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</div><div style="text-align: justify;"><br /><span style="font-size: medium;"><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Brindes e pague o que quiser </span></span></b></span><br /><br /><span style="font-size: medium;"><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Observação: embora os downloads de “Pague o que quiser” estejam disponíveis gratuitamente, apoie os criadores se puder! </span></span></i></span><br /><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
Modiphius lançou um teaser interessante para seu novo jogo de mecha de ficção científica </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Dreams and Machines</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/471568/dreams-and-machines-coloring-book-pdf?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">um livro de colorir oficial</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> com arte de linha do cenário do artista Chrisian “Cloud” Quinot.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: Grátis</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
Planet Thirteen lançou </span></span><i><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/472052/free-isotope?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Free Isotope</span></span></a></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , um RPG pós-apocalíptico </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Powered by the Apocalypse</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
que envia você para um terreno baldio cheio de mutantes e animais
superevoluídos na tentativa de domar as ruínas e desvendar os segredos
dos antigos.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: Grátis</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
Um dos meus tipos favoritos de livros de referência </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de Shadowrun</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> são aqueles que detalham os aspectos do dia-a-dia do Sexto Mundo, e Torsten Kaltenecker fez isso com </span></span><i><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/471361/everyday-poisons?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Everyday Poisons</span></span></a></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
apresentando produtos que você encontraria em uma prateleira comum do
Stuffer Shack, incluindo novos alimentos itens, analgésicos de venda
livre e necessidades diárias.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: pague o que quiser (sugerido: $ 4,33)</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
Na </span><span style="vertical-align: inherit;">aventura </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Starfinder </span></span></i><i><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/471523/starfinder-mission-1-only-trying-to-help?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Apenas Tentando Ajudar</span></span></a> </i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
de notmuch_23, as luzes se apagam em algum lugar na Estação Absalom e a
equipe sobrecarregada pede ao grupo de 1º ao 3º nível para descobrir o
que deu errado e o que pode ter sido forçado a entrar nas passagens de
manutenção.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: pague o que quiser (sugestão: $ 1,00)</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
Explorer's Guild Publishing tem uma aventura de uma página </span></span><i><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/471807/one-page-adventure-9-a-glow-in-the-swamp?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">A Glow in the Swamp</span></span></a> </i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e, para garantir que você possa usá-la, inclui regras para 5e e </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Pathfinder</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> 1e e 2e. </span><span style="vertical-align: inherit;">O
grupo é enviado para resolver o mistério do desaparecimento de um
homem, enviando-os através de um pântano envolto em neblina e cheio de
desafios ambientais.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: Grátis</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
William Rotor tem uma campanha de alto nível para </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Spelljammer</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> com o local de nível 10 ao 17, </span></span><i><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.dmsguild.com/product/471431/Spelljammer-Carnivant?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Spelljammer Carnivant</span></span></a> </i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
, com uma parte temática flutuante fora de controle voando pelo vazio
para os jogadores explorarem e salvarem, se conseguirem controlar os
piratas, mímico vivo navios e dragões githyanki com suas próprias
maquinações, sem falar nos animatrônicos que os habitam.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: pague o que quiser (sugerido: $ 6,56)</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
Se você estiver interessado em um novo RPG de
fantasia baseado em histórias e regras, Myrmidon Studios tem o </span></span><i><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/471692/lizards-wizards-player-s-guide?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Lizards & Wizards Player's Guide</span></span></a> </i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> com um sistema flexível baseado em 2d6 projetado em torno do jogo de “teatro da mente”.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: pague o que quiser (sugestão: $ 1,00)</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
O novo jogo de RPG de super-heróis do Creepy Assassin, </span></span><i><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/471377/heroes-of-the-tortoise-a-super-hero-roleplaying-game-intro-version?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Heroes of the Tortoise: INTRO Version,</span></span></a> </i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> permite que você comece com o </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Pentra System</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> baseado em d10 e comece a proteger as ruas de Tortuga City.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: pague o que quiser (sugerido: US$ 1,95)</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
E quando você tiver aprendido as regras de introdução, você também vai querer </span></span><i><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/471378/the-new-heroes-an-introductory-level-heroes-of-the-tortoise-rpg-adventure?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">The New Heroes: Uma aventura de RPG de nível introdutório Heroes of the Tortoise</span></span></a> </i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> que testa os novos heróis para resgatar uma vítima sequestrada.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: pague o que quiser (sugerido: US$ 1,95)</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
Buddyscott Entertainment Group lançou </span></span><i><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/472035/the-tomb-of-rassanotep?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">The Tomb of Rassanotep</span></span></a> </i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> para qualquer sistema baseado em B/X ou BECMI. </span><span style="vertical-align: inherit;">Uma antiga tumba no deserto se revela após uma tempestade de areia com corredores inexplorados cheios de tesouros. </span><span style="vertical-align: inherit;">Qual grupo de aventureiros da OSR pode resistir?</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: Grátis</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
A segunda edição do zine </span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/471847/downsized-dungeons-issue-2?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><i><span style="vertical-align: inherit;">Downsized Dungeons</span></i></a></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/471847/downsized-dungeons-issue-2?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> da OSR</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> chegou da Downsized Press apresentando “The Undying Mines”, uma mini-masmorra pronta para funcionar para </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Old School Essentials</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: pague o que quiser (sugerido: US$ 1,99)</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
Two Little Mice lançou </span></span><i><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/471662/adventures-in-the-household-quickstart?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Adventures in the Household – Quickstart</span></span></a></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
, um cenário 5e sobre Littlings em um cenário de regência explorando
uma grande casa abandonada após o desaparecimento do Mestre. </span><span style="vertical-align: inherit;">Disponível em inglês e italiano na página da loja.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: pague o que quiser (sugestão: $ 1,00)</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
O Mighty Bjorn lançou não um ou dois, mas quatro suplementos para o </span><span style="vertical-align: inherit;">RPG ocidental </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">TinyD6 </span></span></i><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Tiny Gunslingers</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . </span><span style="vertical-align: inherit;">O primeiro é </span></span><i><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/471745/legends-of-the-old-west-for-tiny-gunslingers?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Legends of the Old West</span></span></a> </i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> apresentando uma coleção de NPCs e animais pré-fabricados para o cenário.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: pague o que quiser (sugerido: $ 5,00)</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
O próximo é </span></span><i><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/471743/america-the-beautiful-for-tiny-gunslingers" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">America the Beautiful</span></span></a></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
, um guia de cenário com uma linha do tempo aproximada do Velho Oeste,
além de novas características, regras e um gerador de aventura.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: pague o que quiser (sugerido: $ 2,50)</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
O que é um faroeste sem trem de vagões ou diligências, e </span></span><i><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/471741/country-roads-for-tiny-gunslingers?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Country Roads</span></span></a> </i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> está aqui para adicionar exatamente isso.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: pague o que quiser (sugestão: $ 1,00)</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
Finalmente, é hora dos brinquedos com </span></span><i><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/471740/the-catalog-for-tiny-gunslingers?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o Catálogo</span></span></a></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> baseado nos catálogos históricos da Sears, Roebuck, & Co. com mais de 100 itens e serviços disponíveis.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: pague o que quiser (sugerido: $ 5,00)</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
O que acontece quando você contrata cientistas na Universidade Miskatonic? </span><span style="vertical-align: inherit;">Nada divertido para seus investigadores em </span></span><i><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/471735/mad-sci-how-to-train-your-shoggoth?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Mad Sci – How to Train Your Shoggoth</span></span></a> </i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> from Dangerous Worlds, uma aventura moderna de </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Call of Cthulhu</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> onde os investigadores devem lidar com o experimento da estudante de intercâmbio Tess Alvitr em Biologia Sintética.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: pague o que quiser (sugestão: $ 1,00)</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
E se você joga um RPG diferente inspirado em
Lovecraft ou apenas quer um terror mais contemporâneo, James Pruitt tem </span></span><i><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/471252/the-silvercreek-horror?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">The Silvercreek Horror</span></span></a></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
, um terror e mistério de assassinato independente de sistema
ambientado em uma cidade rural de Michigan projetado para qualquer RPG
Mythos.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: pague o que quiser (sugerido: $ 4,99)</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
A MediaStream Press lançou o segundo da série
Cartography Collaborations, juntando um escritor de fantasia com um
cartógrafo de fantasia para criar uma aventura. </span></span><i><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/471604/cartography-collaborations-5e-one-shot-temple-of-the-feathered-serpent?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Templo da Serpente Emplumada</span></span></a> </i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> envia o grupo do 5º ao 8º nível em busca de um tesouro escondido em um antigo templo em uma ilha exuberante coberta de selva.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: pague o que quiser (sugerido: US$ 1,99)</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
Os fãs de </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">RuneQuest</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> vão querer dar uma olhada na série </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Glorantha Close Up</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> de Mikael Mansen com a mais nova entrada </span></span><i><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/471640/three-step-islands-glorantha-close-up?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Three Step Islands</span></span></a> </i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> apresentando dois mapas de alta resolução da área.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: pague o que quiser (sugestão: $ 1,00)</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
A primeira Rodada Relâmpago desta semana
apresenta recursos de gamemaster/DM como monstros, mapas, geradores
aleatórios, aventuras de uma página, encontros imediatos e muito mais. </span><span style="vertical-align: inherit;">Todos os produtos são Gratuitos ou pague o que quiser com o preço sugerido entre parênteses.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/472003/curses?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Maldições! </span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">(Maldições para </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">mundos selvagens</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) de Nathanael Christen (grátis)</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/471485/megacity-lagos-a-system-agnostic-cyberpunk-resource?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Megacity: Lagos</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (cenário cyberpunk neutro em termos de sistema) de dicegeeks (grátis)</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/472012/the-dungeon-that-never-ends-level-40?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Dungeon That Never Ends Nível 40</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (mapa de masmorra de fantasia) de Le Paysagiste de l'Imaginaire ($ 1,00)</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/471838/magic-weapon-generator?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Gerador de armas mágicas</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ( </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">OSRIC</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> / </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Swords & Wizardry</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> / etc mesa aleatória) de Eichhörnchen Rollenspiele ($ 1,00)</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/471657/freebie-dwarven-atoll-map?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Dwarven Atoll</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (mapa de assentamento de fantasia) da Oddity Press ($ 1,00)</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/471548/broken-highway-animated-battlemap?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Mapa de batalha animado de Broken Highway</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (mapa de batalha contemporâneo/cyberpunk/pós-apocalíptico) da HoloGrounds (US$ 1,00)</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/471470/d66-junk-pile-magic-item-prompts?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">D66 Junk Pile Magic Item Prompts</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (gerador de itens mágicos Fatnasy) da Skullyware ($ 2,00)</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/471774/inspirational-1920-s-town-map?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Mapa inspirador da cidade dos anos 1920</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (mapa de cenário) da Dead Fly Press (US$ 1,00)</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/471680/dungeon-decor-pack-29?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Dungeon Décor – Pacote 29</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (token VTT/pacote de terreno) da ForgottneAdventures ($ 4,99)</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/471405/mapas-114?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Mapas 114</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (mapas de batalha) da Agência Especial (US$ 1,08)</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/471435/wilderness-pack-15-16?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Wilderness – Pacote 15 + 16</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (Mapa de Batalha) da ForgottenAdventures $ 6,99)</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/471375/free-cyberpunk-top-down-token-starter-pack?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Pacote inicial de token Cyberpunk Top-Down</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (tokens VTT) de S0LU7I0N (US$ 1,00)</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.dmsguild.com/product/471345/SpellBased-Monster--Familiarist?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Familiarista</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (monstro 5e CR3) da Gryphon Games (grátis)</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.dmsguild.com/product/471407/Pauldron-of-Radiance?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Pauldron of Radiance</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (item mágico 5e) de Nikos Konstans ($ 1,00)</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.dmsguild.com/product/471538/Shadowbiter?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Shadowbiter</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (item mágico 5e) de Nikos Konstans ($ 1,00)</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.dmsguild.com/product/471460/Paper-Mini-Classic-Monsters?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Paper Mini Classic Monsters</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (peões stand-up para impressão) da Owlbear Originals (US$ 1,00)</span></span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
A segunda Rodada Relâmpago apresenta recursos do
jogador como classes, subclasses, antecedentes, talentos, raças/espécies
e muito mais. </span><span style="vertical-align: inherit;">Todos os produtos são Gratuitos ou pague quanto quiser com o preço sugerido entre parênteses.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/465412/greenwood-outlaws-tools-of-the-trade?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Ferramentas do comércio</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (itens para </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Greenwood Outlaws/Forged in the Dark</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) de Skavenloft (grátis)</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/471637/freebie-dwarf-heads-line-art?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Dwarf Heads Line Art</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (arte de retrato de personagem) da Oddity Press (US$ 1,00)</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/469575/the-tanuki-ninja?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Tanuki Ninja</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (classe 5e) de Denis Muhic ($ 1,30)</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.dmsguild.com/product/468470/Mountain-Orc-Dual-Origin?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Mountain Orc Dual Origin</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (raça/espécie jogável 5e) de Chronicles of Lost Tomes ($ 0,00)</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.dmsguild.com/product/472075/Bastion-of-Light-Fighter-Subclass?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Bastion of Light</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (subclasse 5e Fighter) de Nikos Konstans ($ 5,00)</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.dmsguild.com/product/471817/Wings-of-Wonder?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Wings of Wonder</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (raça/espécie jogável da 5ª edição) de The Mage's Hand (US$ 0,99)</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.dmsguild.com/product/471721/JinxWeaver-Artificer-Subclass?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">JinxWeaver</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (subclasse Artificer 5e) de GM_Cuttlefish ($ 0,50)</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.dmsguild.com/product/471537/Fighter-Subclass-Paragon-of-the-Polearm?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Paragon of the Polearm</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (subclasse 5e Fighter) de Yeonggeon Yoo ($ 0,89)</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.dmsguild.com/product/471344/Agony-Domain?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Domínio Agonia</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (subclasse Clérigo 5e) de Aurora Iacovelli ($ 0,50)</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.dmsguild.com/product/471270/Path-of-the-Sun-Titan-Barbarian-Subclass?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Caminho do Titã Sol</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (subclasse Bárbaro 5e) de Nikos Konstans ($ 5,00)</span></span></span></li></ul><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">
<div class="bbImageWrapper js-lbImage" data-caption="<h4>tomb_raider_ttrpg_cover_art.0.jpg</h4><p><a href="https:&#x2F;&#x2F;www-enworld-org.translate.goog&#x2F;threads&#x2F;freebies-sales-and-charity-bundles-for-february-25-2024.702818&#x2F;?_x_tr_sl&#x3D;en&amp;_x_tr_tl&#x3D;pt&amp;_x_tr_hl&#x3D;pt-BR&amp;_x_tr_pto&#x3D;sc#post-9274433" class="js-lightboxCloser">Abstruse · Feb 25, 2024 at 3:23 PM</a> · <a href="/media/tomb_raider_ttrpg_cover_art-0-jpg.136775/"><i class="fa--xf far fa-camera" aria-hidden="true"></i> View media item</a></p>" data-fancybox="lb-post-9274433" data-lb-caption-extra-html=" · <a href="/media/tomb_raider_ttrpg_cover_art-0-jpg.136775/"><i class="fa--xf far fa-camera" aria-hidden="true"></i> View media item</a>" data-lb-sidebar-href="/media/tomb_raider_ttrpg_cover_art-0-jpg.136775/?lightbox=1" data-single-image="1" data-src="https://www.enworld.org/attachments/tomb_raider_ttrpg_cover_art-0-jpg.348361/" style="cursor: pointer;" title="tomb_raider_ttrpg_cover_art.0.jpg"><span style="font-size: medium;"><img alt="tomb_raider_ttrpg_cover_art.0.jpg" class="bbImage" data-url="" data-zoom-target="1" height="375" src="https://www.enworld.org/attachments/tomb_raider_ttrpg_cover_art-0-jpg.348361/" title="tomb_raider_ttrpg_cover_art.0.jpg" width="667" /></span>
</div>
</div><div style="text-align: justify;"><br /><span style="font-size: medium;"><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Nota sobre pacotes e vendas </span></span></b></span><br /><br /><span style="font-size: medium;"><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">:
incluí datas de término quando listadas para as vendas a seguir, mas
esteja avisado que aquelas sem datas de término publicadas podem
terminar repentinamente, portanto, planeje as compras de acordo. </span></span></i></span><br /><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
Evil Hat Productions anunciou seu próximo RPG </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Tomb Raider</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e está comemorando com um </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://evilhat.com/roleplaying-games/" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">cupom em todos os seus outros jogos</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . </span><span style="vertical-align: inherit;">Use o código de cupom ENTERTHETOMB para obter desconto em qualquer um de seus livros de regras principais, incluindo </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">FATE, Blades in the Dark, Monster of the Week, Thirsty Sword Lesbians</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e muito mais.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: 20% de desconto com o código ENTERTHETOMB</span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Data de término: 31 de março de 2024</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Dungeons & Dragons Fourth Edition</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
recebeu uma reavaliação crítica nos últimos anos e, para aqueles
interessados em adquiri-lo, pode ser difícil encontrar um bom material
de terceiros devido à licença de sistema de jogo mais restritiva usada
para o sistema. </span><span style="vertical-align: inherit;">Bem, há boas notícias, pois a Skirmisher Publishing não apenas lançou uma variedade de material da 4ª edição, mas também </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/471754/4e-gsl-bundle?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o reuniu em um pacote</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> com novas raças jogáveis, aventuras, regras e muito mais.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: $ 3,99 (75% de desconto)</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
A Paratime Design reuniu quatro de seus </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">mapas aprimorados de sexta-feira</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> no </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/471862/minoan-palace-bundle?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">pacote Minoan-Palace</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> para criar uma única masmorra enorme inspirada na Antiga Minoa.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: $ 4,00 (50% de desconto)</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
Se você quiser mais mapas, C Vandal tem mais com o </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/471988/3rd-anniversary-complete-works-bundle" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">3rd Anniversary Complete Works Bundle</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
, com não apenas quase 20 coleções de mapas de batalha para jogos de
fantasia, mas também duas aventuras 5e e um trio de aventuras para </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Traveller</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: $ 5,80 (90% 0ff)</span></span></li></ul><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">
<div class="bbImageWrapper js-lbImage" data-caption="<h4>PXA2Qc.png</h4><p><a href="https:&#x2F;&#x2F;www-enworld-org.translate.goog&#x2F;threads&#x2F;freebies-sales-and-charity-bundles-for-february-25-2024.702818&#x2F;?_x_tr_sl&#x3D;en&amp;_x_tr_tl&#x3D;pt&amp;_x_tr_hl&#x3D;pt-BR&amp;_x_tr_pto&#x3D;sc#post-9274433" class="js-lightboxCloser">Abstruse · Feb 25, 2024 at 3:23 PM</a> · <a href="/media/pxa2qc-png.136774/"><i class="fa--xf far fa-camera" aria-hidden="true"></i> View media item</a></p>" data-fancybox="lb-post-9274433" data-lb-caption-extra-html=" · <a href="/media/pxa2qc-png.136774/"><i class="fa--xf far fa-camera" aria-hidden="true"></i> View media item</a>" data-lb-sidebar-href="/media/pxa2qc-png.136774/?lightbox=1" data-single-image="1" data-src="https://www.enworld.org/attachments/pxa2qc-png.348360/" style="cursor: pointer;" title="PXA2Qc.png"><span style="font-size: medium;"><img alt="PXA2Qc.png" class="bbImage" data-url="" data-zoom-target="1" height="208" src="https://www.enworld.org/attachments/pxa2qc-png.348360/" title="PXA2Qc.png" width="667" /></span>
</div>
</div><div style="text-align: justify;"><br /><span style="font-size: medium;"><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Pacotes de caridade e vendas</span></span></b></span><br /><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
O Jennell Jaquays Memorial Game Jam está completo e a </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://crowdfundr.com/perinthos?ref%3Dab_26dxS3vPCAA26dxS3vPCAA" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">supermasmorra final, </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Return to Perinthos</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , está atualmente no Crowdfundr</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . </span><span style="vertical-align: inherit;">Os
criadores doaram mais de 200 páginas de material para criar esta
megamasmorra de mais de 80 níveis para uma ampla variedade de sistemas
de RPG de fantasia. </span><span style="vertical-align: inherit;">Se
você quiser uma cópia, certifique-se de reservar a sua, pois apenas um
pequeno número estará disponível após o término da campanha.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: $ 50 pelo livro físico</span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Caridade: A família de Jennell Jaquays para ajudar a pagar contas médicas e outros custos finais</span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Data de término: 27 de fevereiro de 2024</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
A Mean Green Press está hospedando </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://itch.io/b/2279/hope-jam-bundle" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o Hope Jam! </span><span style="vertical-align: inherit;">Pacote</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> em itch.io com 34 RPGs de mesa independentes. </span><span style="vertical-align: inherit;">Durante
um mês, de meados de dezembro a meados de janeiro, o game jam contou
com 31 criadores trabalhando no tema esperança, comunidade,
sustentabilidade e bondade humana. </span><span style="vertical-align: inherit;">Os
títulos variam de solarpunk, hopepunk, fantasia, terror, cyberpunk,
pós-apocalipse e muito mais, todos com foco em melhorar o mundo.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: $ 15</span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Caridade: Honor the Earth (70%, os fundos restantes vão para os criadores)</span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Data de término: 16 de março de 2024</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
O </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://itch.io/b/2256/solo-but-not-alone-4" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">pacote Solo but Not Alone 4</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> está disponível no Itch.io com mais de 100 RPGs solo. </span><span style="vertical-align: inherit;">De jogos tradicionais de fantasia, ficção científica e super-heróis a versões “nenhuma marca registrada foi prejudicada” de </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Pokémon</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Blade Runner</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
e muito mais, até a orientação mundana em um trabalho corporativo e os
perigos da propriedade de uma casa, até o mais esotérico, onde você
observa humanos eventos do ponto de vista de um slime e venda de livros
para animais. </span><span style="vertical-align: inherit;">Há também </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://takethisorg.itch.io/solo-but-not-alone-4" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">uma planilha de ajuda</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> para acompanhar todos os jogos e filtrar por gênero, idade e conteúdo.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: $ 10,00 (97% de desconto)</span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Caridade: Take This recursos de saúde mental (todos os rendimentos)</span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Data de término: 9 de março de 2024</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
Também no Itch.io está </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://itch.io/b/2262/ttrpg-bundle-for-trans-youth" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o pacote TTRPG de jovens trans</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> coletado por Riley, que esperava arrecadar dinheiro depois que a bolsa de seu grupo local de jovens trans não foi renovada. </span><span style="vertical-align: inherit;">O
pacote apresenta 119 RPGs independentes e jogos solo que vão do
mistério ao terror, à cultura pop, à ficção científica, ao romance, ao
drama e muito mais, incluindo até alguns suplementos 5e.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: $ 5 (99% de desconto)</span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Caridade: Emerge, Birmingham LGBT (todos os rendimentos)</span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Data de término: 8 de março de 2024</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
No Bundle of Holding, há um trio de pacotes para </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o HERO System</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e seus jogos derivados, começando com </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://bundleofholding.com/presents/2024EarlyChamps" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o Early </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Champions</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> Bundle</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . </span><span style="vertical-align: inherit;">Adquira
as três primeiras edições do clássico RPG de super-heróis junto com os
cinco primeiros livros sobre inimigos, o livro de fontes </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Gadgets</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e as expansões de regras </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de Champions II</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Champions III</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . </span><span style="vertical-align: inherit;">A Coleção Bônus adiciona todos os livros disponíveis para essas três edições de </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Campeões</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , incluindo </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Strike Force, Super-Agents, Golden Age of Champions,</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> 5 livros de organização, 12 aventuras e </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Autoduel Champions</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: $ 14,95 (80% de desconto) com opção Level Up de custo variável</span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Caridade: Programa de Designer Emergente do Prêmio Diana Jones (10%)</span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Data de término: 27 de fevereiro de 2024</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
O segundo pacote é </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://bundleofholding.com/presents/EarlyHero2024" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o Early </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">HERO System</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> Bundle</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> com cinco livros de RPG que não são de super-heróis, incluindo </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Justince Inc, Espionage! </span><span style="vertical-align: inherit;">& Danger International, Fantasy Hero 1e, Star Hero 1e</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Robot Warriors</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . </span><span style="vertical-align: inherit;">A coleção de suplementos adiciona 2 suplementos </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">da Justice Inc.</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , 5 </span><span style="vertical-align: inherit;">livros </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de Espionage & DI</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , 3 suplementos </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Fantasy HERO 1e , o </span></span></i><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Hero System Bestiary</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Robot Gladiators</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">The Armory</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: $ 9,95 (81% de desconto) com opção Level Up de custo variável</span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Caridade: Programa de Designer Emergente do Prêmio Diana Jones (10%)</span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Data de término: 27 de fevereiro de 2024</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
E o último dos três pacotes </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">do HERO System</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> é </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://bundleofholding.com/presents/HeroMags2024" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o pacote </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">HERO</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> Magazines</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> com as primeiras vinte edições do periódico oficial dos </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Campeões</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e do </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">HERO System</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . </span><span style="vertical-align: inherit;">A Coleção Bônus acrescenta as edições #21-47, </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Adventurer's Club</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> #1-27 e </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Haymaker Archives</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> #17.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: $ 7,95 (82% de desconto) com opção Level Up de custo variável</span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Caridade: Programa de Designer Emergente do Prêmio Diana Jones (10%)</span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Data de término: 27 de fevereiro de 2024</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
No Humble Bundle, a Friend Computer gentilmente permitiu que a Mongoose Publishing agrupasse </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.humblebundle.com/books/paranoia-25th-anniversary-rpg-mega-bundle-mongoose-publishing-books?partner%3Dgamerstavern" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">várias edições de </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Paranoia</span></span></i></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , o RPG distópico de ficção científica satírico. </span><span style="vertical-align: inherit;">Este
pacote apresenta um total de 32 títulos de nível superior que todo
residente do Alpha Complex precisa (a menos que seja um traidor mutante
comunista, é claro). </span><span style="vertical-align: inherit;">Pegue os livros de regras básicos do </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Paranoia Service Pack 1</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (a edição de 2004 do jogo) e do </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Paranoia Troubleshooters</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (a edição de 2009), além de livros de regras e aventuras de expansão. </span><span style="vertical-align: inherit;">Comprar o Mega Bundle RPG do 25º aniversário </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">da Paranoia</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> vai deixar o Friend Computer feliz, e você quer deixar o Computer feliz, não é cidadão?</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: $ 1/$ 10/$ 18 (91% de desconto no nível superior)</span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Caridade: Uma árvore plantada (definido pelo usuário, padrão 5%)</span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Data de término: 9 de março de 2024</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
Isso é tudo por esta semana! </span><span style="vertical-align: inherit;">Se você souber de algum pacote ou promoção começando em breve, entre </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://discord.gg/VAuxX8M" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">em contato comigo no EN World Discord</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=http://chirp.enworld.org/@abstruse" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">marque-me no Mastodon</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ou </span></span><a class="link link--internal" href="https://www-enworld-org.translate.goog/conversations/add?to=Abstruse&_x_tr_sl=en&_x_tr_tl=pt&_x_tr_hl=pt-BR&_x_tr_pto=sc"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">envie-me uma mensagem aqui no EN World</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">As
porcentagens de desconto foram arredondadas para o número inteiro mais
próximo e baseiam-se no preço de varejo padrão fornecido pelo site. </span><span style="vertical-align: inherit;">Nota:
Links para Amazon, Humble Store, Humble Bundle, Fantasy Grounds e/ou
DriveThruRPG podem conter links afiliados com os lucros indo para o
autor desta coluna.</span></span></i><script src="moz-extension://bc13062b-f7c1-4af4-b79f-2ba1c15249cb/js/app.js" type="text/javascript"></script></span></div>Jfjuniorhttp://www.blogger.com/profile/06489839029081384326noreply@blogger.com0tag:blogger.com,1999:blog-1888798435178792165.post-67298873958900541152024-02-25T16:38:00.001-03:002024-02-25T16:38:00.134-03:00A Maldição de Strahd Capítulo XV: Covil de Lobisomens<p style="text-align: justify;"><a href="https://5e.tools/img/adventure/CoS/126-cos15-01.webp" rel="noopener noreferrer" target="_blank">
<img class="rd__image" height="641" src="https://5e.tools/img/adventure/CoS/126-cos15-01.webp" width="641" />
</a><span style="font-size: medium;"> </span></p><p style="text-align: justify;"><span style="font-size: medium;"> </span><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
oeste do Lago Baratok há um complexo de cavernas que os lobisomens da
Baróvia usam como covil. Personagens que interrogarem lobisomens
capturados podem descobrir a localização da toca. A maior parte da
matilha de lobisomens está caçando quando os personagens chegam,
incluindo o líder da matilha, </span></span><span style="font-size: medium;"><a data-vet-hash="kiril%20stoyanovich_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#kiril%20stoyanovich_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Kiril Stoyanovich</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os
lobisomens se autodenominam Filhos da Mãe Noite, porque todos adoram
essa divindade. Recentemente, formou-se um cisma dentro da matilha como
resultado de um desafio à liderança de Kiril. A rixa começou quando
outro lobisomem, </span></span><span style="font-size: medium;"><a data-vet-hash="emil%20toranescu_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#emil%20toranescu_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Emil Toranescu</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , questionou o tratamento dispensado às crianças sequestradas pela matilha.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Kiril
armaria as crianças com armas e as forçaria a lutar entre si até a
morte até que apenas uma criança ficasse de pé. O vencedor seria então
transformado em lobisomem, garantindo o que Kiril chamou de “a força e a
pureza da matilha”. Emil defendeu manter todas as crianças vivas e
transformá-las em lobisomens, aumentando assim o tamanho da matilha.
Emil acreditava que uma matilha maior garantiria a sobrevivência dos
lobisomens, enquanto Kiril via uma matilha maior como muito difícil de
controlar e alimentar.</span></span></p><div class="" style="text-align: justify;"><div class="rd__wrp-image relative">
<span style="font-size: medium;"></span>
</div></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esta
divisão ideológica não pôde ser reconciliada e levou a muitas
divergências. Os outros lobisomens estavam divididos entre os dois
campos, e parecia provável que Kiril ou Emil morreriam antes que o
conflito pudesse ser resolvido.</span></span></p><div class="rd__quote" style="text-align: justify;"><p class="rd__quote-line rd__quote-line--last"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">“ </span></span><span style="font-size: medium;"><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Os lobos começaram a uivar. Eles me conheciam. Todos os lobos da Baróvia fizeram isso.</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ”</span></span></span></p><p><span style="font-size: medium;"><span class="rd__quote-by"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">— </span></span><a data-vet-hash="strahd%20von%20zarovich_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#strahd%20von%20zarovich_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Strahd von Zarovich</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> em I, Strahd: As Memórias de um Vampiro</span></span></span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Então
Kiril desapareceu por vários dias, fazendo com que os outros lobisomens
se perguntassem se ele havia fugido ou se foi eliminado silenciosamente
por Emil e seus aliados. Quando Kiril retornou, ele estava acompanhado
por uma matilha de várias dezenas de lobos atrozes leais a Strahd, e ele
trouxe notícias do Castelo Ravenloft de que Strahd não estava
satisfeito com a tentativa de Emil de fraturar a matilha. Os lobos
terríveis levaram Emil de volta ao Castelo Ravenloft para enfrentar a
punição, e ele nunca mais foi visto.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Kiril
restabeleceu seu domínio, mas suas idéias e táticas não agradaram aos
membros mais velhos da matilha e certamente não agradaram a companheira
de Emil, </span></span><span style="font-size: medium;"><a data-vet-hash="zuleika%20toranescu_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#zuleika%20toranescu_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Zuleika Toranescu</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
. Ela sabe que não pode matar Kiril sozinha, e depois do que aconteceu
com Emil, o resto da matilha não está disposto a desafiar a autoridade
de Kiril e enfrentar a ira de Strahd. Kiril não deixa Zuleika caçar,
então ela está mais ou menos confinada na toca.</span></span></span></p><div class="rd__b-special rd__b-inset " style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset" data-title-index="2" data-title-relative-index="0"><h4 class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Viaje pelas névoas</span></span></h4><span class="ve-flex-vh-center"> <span class="rd__title-link rd__title-link--inset"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p201</span></span></span></span></span></span></div><div class="rd__b-special rd__b-inset " style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os
lobisomens servem Strahd por medo, acreditando que a Mãe Noite o
abençoou com poderes divinos e vida eterna. Embora ele não possa sair da
Baróvia, Strahd pode permitir que certas criaturas entrem e saiam, como
os Vistani. Ele periodicamente permite que os lobisomens também passem
pelas fronteiras nebulosas, para que possam trazer ou atrair outros para
seus domínios. Ao contrário dos Vistani, porém, os lobisomens não podem
ir e vir quando quiserem.</span></span></p></div><hr class="rd__hr rd__hr--section" style="margin-left: 0px; margin-right: 0px; text-align: left;" /><div class="rd__b rd__b--0" style="text-align: justify;"><h1 class="rd__h rd__h--0" data-title-index="3" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Aproximando-se da toca</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p201</span></span></span></span></span></h1></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Quando os personagens se aproximarem da toca dos lobisomens pela primeira vez, leia:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--0" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Acima
da linha das árvores, esculpida na encosta de uma montanha rochosa, há
uma ampla caverna iluminada por tochas que parece a boca aberta de um
grande lobo.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Cem metros acima da boca da caverna ( </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Z1. Cave Mouth","page":203,"id":"691","entries":[{"type":"insetReadaloud","id":"692","entries":["The open jaws of the wolf's head form a fifteen-foot-high canopy of rock over the cave mouth, held up by natural pillars of rock. The ceiling rises to a height of twenty feet inside the cave. Torches in iron brackets line the walls. From somewhere deep inside, you hear the echoing sounds of a flute. Some of the notes are discordant—painfully so."]},"The guards in {@area area Z2|694|x} spot characters in the cave mouth who aren't hidden. Characters can track the sound of the flute to {@area area Z3|696|x}.",{"type":"entries","name":"Development","page":203,"id":"693","entries":["If the characters arrive here with {@creature Emil Toranescu|CoS} (see {@adventure chapter 4|CoS|5}, {@area area K75a|286|x}) in their company or their custody, he can command the other werewolves in the den not to attack the characters as they make their way inside."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,16,z1.%20cave%20mouth,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área Z1</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ), mais acima na encosta da montanha e não visível da boca da caverna ou de suas proximidades, há uma saliência rochosa ( </span></span><a data-vet-entry="{"type":"entries","name":"Z8. Ring of Stone","page":205,"id":"6a6","entries":[{"type":"insetReadaloud","id":"6a7","entries":["A twenty-foot-diameter ring of stones dominates a rocky ledge on the mountainside. Within the ring, you see spattered blood and small, gnawed bones. Lying on the ground outside the circle are several spears stained with dry blood."]},"The werewolf pack convenes here to watch their young prisoners fight with spears in the stone ring. The last child standing is bitten and turned into a werewolf; then the bodies of the dead are devoured, their bones picked clean.","Set into the mountainside is a secret door that can be pushed open to reveal a tunnel with rough-hewn stairs leading down to {@area area Z6|6a0|x}."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,16,z8.%20ring%20of%20stone,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área Z8</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ). Um personagem pode escalar a encosta para alcançar a borda sem a necessidade de um kit de alpinista ou testes de habilidade.</span></span></span></p></div><hr class="rd__hr rd__hr--section" style="margin-left: 0px; margin-right: 0px; text-align: left;" /><div class="rd__b rd__b--0" style="text-align: justify;"><h1 class="rd__h rd__h--0" data-title-index="4" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Áreas da Toca</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p203</span></span></span></span></span></h1></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As áreas a seguir correspondem aos rótulos no mapa da toca dos lobisomens abaixo.</span></span></p><div class="rd__wrp-gallery" style="text-align: justify;"><div class="rd__wrp-gallery-image"><div class="rd__wrp-image relative" data-title-index="5"><a href="https://5e.tools/img/adventure/CoS/127-032.jpg" rel="noopener noreferrer" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;" target="_blank" title="Mapa 15.1: Covil de Lobisomens (Área Z)">
<img alt="Mapa 15.1: Covil de Lobisomens (Área Z)" class="rd__image" height="424" src="https://5e.tools/img/adventure/CoS/127-032.jpg" width="308" />
</a><a href="https://5e.tools/img/adventure/CoS/128-cos1501.jpg" rel="noopener noreferrer" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;" target="_blank" title="Versão do jogador">
<img alt="Versão do jogador" class="rd__image" height="423" src="https://5e.tools/img/adventure/CoS/128-cos1501.jpg" width="308" />
</a>
<span style="font-size: medium;"></span>
</div></div></div><div class="rd__wrp-gallery" style="text-align: justify;"><div class="rd__wrp-gallery-image"><div class="rd__wrp-image relative" data-title-index="6">
<span style="font-size: medium;"></span>
</div><div class="rd__image-title" style="text-align: center;"><div class="rd__image-title-inner"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Versão do jogador</span></span></div></div></div></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Montados
nas paredes de todo o covil estão suportes de ferro contendo tochas
acesas. Todas as áreas estão bem iluminadas, embora haja muitas sombras.</span></span></p><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="7" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Z1. Boca da Caverna</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p203</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As
mandíbulas abertas da cabeça do lobo formam uma cobertura rochosa de
quatro metros e meio de altura sobre a entrada da caverna, sustentada
por pilares naturais de rocha. O teto atinge uma altura de seis metros
dentro da caverna. Tochas em suportes de ferro revestem as paredes. De
algum lugar lá no fundo, você ouve o eco de uma flauta. Algumas das
notas são discordantes – dolorosamente.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os guardas da </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Z2. Guard Post","page":203,"id":"694","entries":[{"type":"insetReadaloud","id":"695","entries":["Here, the cave splits to the left and right. Standing on a five-foot-high ledge between the divide are two feral-looking women wearing shredded clothing and clutching spears."]},"Aziana and Davanka, two {@creature Werewolf||werewolves} in human form, stand guard on the ledge. They sound the alarm when they spot intruders. Any loud noise here can be heard throughout the den, bringing quick reinforcements from areas Z3 and Z5. The werewolves fight to the death."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,16,z2.%20guard%20post,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área Z2</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> localizam personagens na boca da caverna que não estão escondidos. Os personagens podem rastrear o som da flauta até </span></span><a data-vet-entry="{"type":"entries","name":"Z3. Wolf Den","page":203,"id":"696","entries":["Nine {@creature Wolf||wolves} and a {@creature werewolf} in human form are here. The werewolf, Skennis, has 36 hit points and is too old to hunt. Left undisturbed, he plays an electrum flute (see \"Treasure\" below), though not very well. The wolves are huddled behind him and go where he goes. Though well past his prime, he fights to the death to defend the den, and he takes umbrage at anyone who kills any of his wolf allies.",{"type":"insetReadaloud","id":"697","entries":["A five-foot-high stone ledge overlooks this large cave, which has a smoldering campfire at the far west end. The floor is covered with gnawed bones."]},"If Skennis is reduced to 0 hit points, read:",{"type":"insetReadaloud","id":"698","entries":["The old man cackles. \"When Kiril returns,\" he says to you with his last breath, \"he'll skin you alive.\""]},{"type":"entries","name":"Treasure","page":203,"id":"699","entries":["Skennis's electrum flute is nonmagical and worth 250 gp. Skennis also carries a pouch containing four 50 gp gemstones."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,16,z3.%20wolf%20den,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">a área Z3</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="8" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Desenvolvimento</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p203</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se os personagens chegarem aqui com </span></span><span style="font-size: medium;"><a data-vet-hash="emil%20toranescu_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#emil%20toranescu_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Emil Toranescu</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (veja </span></span><a href="https://5e.tools/adventure.html#CoS,5"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 4</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><a data-vet-entry="{"type":"entries","name":"K75a. Prisoner","page":81,"id":"286","entries":[{"type":"insetReadaloud","id":"287","entries":["A strong young man clutches the bars of his cell while struggling to keep his teeth from chattering. His clothes are shredded, and he is soaked from head to toe."]},"The man is {@creature Emil Toranescu|CoS}, a {@creature werewolf} with 72 hit points. He claims to be a resident of Vallaki who was chased by dire wolves to the castle. He begs the characters to rescue him, offering to help them in exchange.",{"type":"image","href":{"type":"internal","path":"adventure/CoS/043-cos04-18.webp"},"title":"{@creature Emil Toranescu|CoS}","width":802,"height":1000},"In truth, Strahd locked Emil here as punishment for causing a schism in his werewolf pack (see {@adventure chapter 15|CoS|16}). Anxious to prove his worth to Strahd, Emil rewards the characters for freeing him by attacking them when a good opportunity arises. Emil doesn't turn against the characters if they claim to be allies of his wife, Zuleika (see {@adventure chapter 15|CoS|16}, {@area area Z7|6a2|x}). In that case, he tries to leave the castle and reunite with her, staying with the characters only until an opportunity to leave presents itself."]}" data-vet-opts="{"isLargeBookContent":true,"depth":1}" href="https://5e.tools/adventure.html#cos,5,k75a.%20prisoner,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área K75a</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
) em sua companhia ou sob sua custódia, ele pode comandar os outros
lobisomens na toca para não atacarem os personagens enquanto eles
entram.</span></span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="9" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Z2. Posto de guarda</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p203</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Aqui,
a caverna se divide à esquerda e à direita. Em uma saliência de um
metro e meio de altura entre a divisão estão duas mulheres de aparência
selvagem, vestindo roupas rasgadas e segurando lanças.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Aziana e Davanka, dois </span></span><span style="font-size: medium;"><a data-vet-hash="werewolf_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#werewolf_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">lobisomens</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
em forma humana, ficam de guarda na borda. Eles soam o alarme quando
avistam intrusos. Qualquer barulho alto aqui pode ser ouvido por toda a
toca, trazendo reforços rápidos das áreas Z3 e Z5. Os lobisomens lutam
até a morte.</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="10" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Z3. Toca do Lobo</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p203</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Nove </span></span><span style="font-size: medium;"><a data-vet-hash="wolf_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#wolf_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">lobos</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e um </span></span><a data-vet-hash="werewolf_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#werewolf_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">lobisomem</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
em forma humana estão aqui. O lobisomem, Skennis, tem 36 pontos de vida
e é velho demais para caçar. Se não for perturbado, ele toca flauta
electrum (veja "Tesouro" abaixo), embora não muito bem. Os lobos se
amontoam atrás dele e vão aonde ele vai. Embora já tenha passado do seu
apogeu, ele luta até a morte para defender a toca e fica ofendido com
qualquer um que mata qualquer um de seus aliados lobos.</span></span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma
saliência de pedra de um metro e meio de altura dá vista para esta
grande caverna, que tem uma fogueira fumegante no extremo oeste. O chão
está coberto de ossos roídos.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se Skennis for reduzido a 0 pontos de vida, leia:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O velho gargalha. "Quando Kiril retornar", ele diz a você em seu último suspiro, "ele vai esfolar você vivo."</span></span></p></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="11" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Tesouro</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p203</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
flauta electrum de Skennis não é mágica e vale 250 po. Skennis também
carrega uma bolsa contendo quatro pedras preciosas de 50 po.</span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="12" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Z4. Nascente subterrânea</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p203</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um
corte no teto rochoso permite que a luz cinzenta e a garoa fria do
exterior penetrem nesta caverna úmida e iluminada por tochas, onde uma
fonte subterrânea forma uma piscina de água com cerca de 12 metros de
diâmetro e três metros de profundidade. Uma saliência de um metro e meio
de altura ao norte dá para a piscina. Uma saliência semelhante
atravessa a parede leste, com uma escada tosca que leva até ela. Algumas
caixas ficam no topo da borda leste.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
água é fresca. O teto está cerca de 6 metros acima da superfície da
piscina. A fissura no teto tem 3 pés de largura no ponto mais largo e 6
polegadas no ponto mais estreito.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As caixas na borda leste contêm pilhas de roupas de tamanho adulto.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="13" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Z5. Cavernas Profundas</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p203</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um labirinto de túneis e cavernas iluminados por tochas se expande à sua frente. Ossos estão espalhados pelo chão.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
teto aqui tem 3 metros de altura. Os ossos no chão são um sistema de
alerta. Eles rangem ruidosamente sob os pés e as criaturas têm
desvantagem em testes de Destreza ( </span></span><span style="font-size: medium;"><span class="help help--hover" data-vet-hash="stealth_phb" data-vet-is-faux-page="true" data-vet-page="skill" data-vet-source="PHB"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Furtividade</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) feitos para se moverem silenciosamente através desta área.</span></span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="14" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Z5a. Caverna Sul</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p203</span></span></span></span></span></h3></div><div class="rd__b rd__b--2" style="text-align: justify;"><p><span style="font-size: medium;"><a data-vet-hash="werewolf_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#werewolf_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Bianca, uma lobisomem</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> de cabelos brancos </span><span style="vertical-align: inherit;">em forma de lobo que é </span><span style="vertical-align: inherit;">companheira de </span></span><a data-vet-hash="kiril%20stoyanovich_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#kiril%20stoyanovich_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Kiril Stoyanovich</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , dorme aqui. Ela reage rapidamente a sons de alarme, atacando qualquer intruso que vê.</span></span></span></p></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="15" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Z5b. Caverna Norte</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p203</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Wensencia, um </span></span><span style="font-size: medium;"><a data-vet-hash="werewolf_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#werewolf_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">lobisomem</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
em forma de lobo, dorme aqui com Kellen, um lobisomem de dez anos em
forma de lobo. Kellen é um não-combatente com CA 10, 2 pontos de vida e
imunidade a danos de lobisomem. Ele abraça uma boneca de madeira que
lembra estranhamente um dos personagens, mas é pintada e vestida para
parecer um zumbi. Um pequeno slogan gravado na boneca zumbi diz: "Não é
divertido, não é Blinsky!"</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Quando um alarme soa, Wencensia leva Kellen para a </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Z7. Shrine of Mother Night","page":204,"id":"6a2","entries":[{"type":"insetReadaloud","id":"6a3","entries":["Rough-hewn stairs lead down to a torchlit cave and a bizarre sight: wide-eyed children stand behind wooden bars and stare at you in terrified silence. The cave holds six wooden cages, their lids held shut with heavy rocks. Two of the cages are empty, and each of the others holds a pair of frightened children.","A crude wooden statue stands between the cages. It bears the rough likeness of a wolf-headed woman draped in garlands of vines and night flowers. Piled around the statue's base is an incredible amount of treasure. A woman in shredded clothes kneels before the statue. Behind the statue, two maggot-ridden corpses hang from iron shackles bolted to the wall."]},"The ceiling here is 20 feet high. The statue is a crude depiction of Mother Night. Kneeling before it is a {@creature werewolf} in human form named {@creature Zuleika Toranescu|CoS}, who is the wife of Emil (see {@adventure chapter 4|CoS|5}, {@area area K75a|286|x}). Believing her mate to be dead by Strahd's hand, she prays to Mother Night for guidance, hoping that the goddess might hold enough sway over Strahd to persuade him to free her beloved.",{"type":"image","href":{"type":"internal","path":"adventure/CoS/129-cos15-03.webp"},"title":"{@creature Zuleika Toranescu|CoS}","width":804,"height":1000},"Kiril has ordered Zuleika to guard the prisoners. If the characters rescue Emil and return him safely to Zuleika, she gladly releases the children. If the characters confirm that Emil is truly dead, either by their hand or Strahd's, she still might let the prisoners go if the characters help her deal with {@creature Kiril Stoyanovich|CoS}, whom she blames above all. Zuleika sees the characters as the answer to her prayers and asks them to kill Kiril when he returns from his latest hunt (see \"{@area Leader of the Pack|6a9|x}\" in the \"{@area Special Events|6a8|x}\" section below).","Each of the eight children imprisoned here has AC 10, 1 hit point, and no effective attacks. To determine a child's age in years, roll {@dice 1d6 + 6}. The rocks piled atop each occupied cage can be knocked or lifted off, allowing the cages to be opened. The children are in shock. Those who are set free don't wander far from the characters for fear of being eaten by wolves and werewolves.","The corpses hanging on the wall behind the statue are two Barovian adults, a man and a woman, killed by the pack and presented as offerings to Mother Night. The werewolves consider the feasting maggots to be emblematic of Mother Night's \"feedings.\" When the flesh of these corpses has been eaten away, the pack searches for new offerings to take their place.",{"type":"entries","name":"Treasure","page":204,"id":"6a4","entries":["The treasure piled around the base of Mother Night's statue includes:",{"type":"list","items":["4,500 cp, 900 sp, and 250 gp (all coins of mintages foreign to Barovia)","Thirty 50 gp gemstones and seven 100 gp gemstones","Twelve pieces of plain gold jewelry (worth 25 gp each) and a finely wrought gold cloak-pin inlaid with shards of jet (worth 250 gp)","An ivory drinking horn engraved with dancing dryads and satyr pipe players (worth 250 gp)","An ornate electrum censer with platinum filigree (worth 750 gp)"]},"Anyone who steals from Mother Night is cursed. The werewolves know this, and thus don't go out of their way to guard the hoard.","Any creature that takes treasure from this pile is haunted by horrible dreams every night lasting from dusk until dawn. The curse affects only the creature that did the pilfering and isn't passed on to anyone else who might come into possession of the item. Returning a stolen item to the treasure pile doesn't end the curse.","A creature cursed in this way gains no benefit from finishing a short or long rest at night (resting during the day works normally, since the curse is dormant from dawn to dusk). A {@spell greater restoration} or a {@spell remove curse} spell cast on the creature ends the curse on it. The curse on the creature also ends if it leaves Barovia."]},{"type":"entries","name":"Fortunes of Ravenloft","page":205,"id":"6a5","entries":["If your card reading reveals that a treasure is here, it's lying amid the other items at the base of the statue. The curse described above applies to this treasure as well."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,16,z7.%20shrine%20of%20mother%20night,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área Z7</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
, tranca-o em uma das jaulas vazias e diz para ele assumir a forma
humana, o que ele faz. Ela então se junta a seus companheiros lobisomens
na defesa da toca.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Kellen
foi sequestrado de sua casa em Liam's Hold, um vilarejo perto da
Floresta Nebulosa no cenário de Forgotten Realms. Ele foi afetado pela
licantropia de lobisomem depois de vencer uma das competições
desprezíveis de Kiril. Wencensia foi encarregada de treinar este mais
novo membro da matilha de Kiril. Lançar um feitiço </span></span><span style="font-size: medium;"><a data-vet-hash="greater%20restoration_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#greater%20restoration_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de restauração maior</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ou um feitiço </span></span><a data-vet-hash="remove%20curse_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#remove%20curse_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de remoção de maldição</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> em Kellen encerra sua licantropia.</span></span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="16" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Z6. Caverna de Kiril</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p204</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">No fundo desta caverna está pendurada uma cortina feita de pele humana.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Quando está em casa, </span></span><span style="font-size: medium;"><a data-vet-hash="kiril%20stoyanovich_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#kiril%20stoyanovich_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Kiril Stoyanovich</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> dorme aqui em forma de lobo.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Atrás
da horrível cortina de carne costurada há um túnel de 3 metros de
altura e 3 metros de largura, com escadas toscas que levam ao topo,
intercaladas com patamares. O túnel termina em uma porta secreta, além
da qual fica </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Z8. Ring of Stone","page":205,"id":"6a6","entries":[{"type":"insetReadaloud","id":"6a7","entries":["A twenty-foot-diameter ring of stones dominates a rocky ledge on the mountainside. Within the ring, you see spattered blood and small, gnawed bones. Lying on the ground outside the circle are several spears stained with dry blood."]},"The werewolf pack convenes here to watch their young prisoners fight with spears in the stone ring. The last child standing is bitten and turned into a werewolf; then the bodies of the dead are devoured, their bones picked clean.","Set into the mountainside is a secret door that can be pushed open to reveal a tunnel with rough-hewn stairs leading down to {@area area Z6|6a0|x}."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,16,z8.%20ring%20of%20stone,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">a área Z8</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . A porta secreta é fácil de localizar de dentro do túnel (não é necessário teste de habilidade).</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="17" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Z7. Santuário da Mãe Noite</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p204</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Escadas
toscas levam a uma caverna iluminada por tochas e uma visão bizarra:
crianças de olhos arregalados estão atrás de barras de madeira e olham
para você em um silêncio aterrorizado. A caverna contém seis gaiolas de
madeira, cujas tampas são fechadas com pedras pesadas. Duas das jaulas
estão vazias e cada uma das outras contém duas crianças assustadas.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma
estátua tosca de madeira fica entre as jaulas. Tem a semelhança
aproximada de uma mulher com cabeça de lobo envolta em guirlandas de
videiras e flores noturnas. Empilhado ao redor da base da estátua está
uma quantidade incrível de tesouros. Uma mulher com roupas rasgadas se
ajoelha diante da estátua. Atrás da estátua, dois cadáveres cheios de
vermes estão pendurados em algemas de ferro aparafusadas à parede.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O teto aqui tem 6 metros de altura. A estátua é uma representação grosseira da Mãe Noite. Ajoelhado diante dele está um </span></span><span style="font-size: medium;"><a data-vet-hash="werewolf_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#werewolf_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">lobisomem</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> em forma humana chamado </span></span><a data-vet-hash="zuleika%20toranescu_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#zuleika%20toranescu_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Zuleika Toranescu</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , que é esposa de Emil (ver </span></span><a href="https://5e.tools/adventure.html#CoS,5"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 4</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><a data-vet-entry="{"type":"entries","name":"K75a. Prisoner","page":81,"id":"286","entries":[{"type":"insetReadaloud","id":"287","entries":["A strong young man clutches the bars of his cell while struggling to keep his teeth from chattering. His clothes are shredded, and he is soaked from head to toe."]},"The man is {@creature Emil Toranescu|CoS}, a {@creature werewolf} with 72 hit points. He claims to be a resident of Vallaki who was chased by dire wolves to the castle. He begs the characters to rescue him, offering to help them in exchange.",{"type":"image","href":{"type":"internal","path":"adventure/CoS/043-cos04-18.webp"},"title":"{@creature Emil Toranescu|CoS}","width":802,"height":1000},"In truth, Strahd locked Emil here as punishment for causing a schism in his werewolf pack (see {@adventure chapter 15|CoS|16}). Anxious to prove his worth to Strahd, Emil rewards the characters for freeing him by attacking them when a good opportunity arises. Emil doesn't turn against the characters if they claim to be allies of his wife, Zuleika (see {@adventure chapter 15|CoS|16}, {@area area Z7|6a2|x}). In that case, he tries to leave the castle and reunite with her, staying with the characters only until an opportunity to leave presents itself."]}" data-vet-opts="{"isLargeBookContent":true,"depth":1}" href="https://5e.tools/adventure.html#cos,5,k75a.%20prisoner,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área K75a</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
). Acreditando que seu companheiro foi morto pelas mãos de Strahd, ela
ora à Mãe Noite por orientação, esperando que a deusa possa ter
influência suficiente sobre Strahd para persuadi-lo a libertar seu
amado.</span></span></span></p><div class="" style="text-align: justify;"><div class="rd__wrp-image relative" data-title-index="18">
<span style="font-size: medium;"><a href="https://5e.tools/img/adventure/CoS/129-cos15-03.webp" rel="noopener noreferrer" target="_blank" title="Zuleika Toranescu">
<img alt="Zuleika Toranescu" class="rd__image" height="823" src="https://5e.tools/img/adventure/CoS/129-cos15-03.webp" width="662" />
</a></span>
</div><div class="rd__image-title"><div class="rd__image-title-inner"><span style="font-size: medium;"><a data-vet-hash="zuleika%20toranescu_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#zuleika%20toranescu_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Zuleika Toranescu</span></span></a></span></div></div></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Kiril
ordenou que Zuleika guardasse os prisioneiros. Se os personagens
resgatarem Emil e devolvê-lo em segurança para Zuleika, ela alegremente
libertará as crianças. Se os personagens confirmarem que Emil está
realmente morto, seja pelas mãos deles ou de Strahd, ela ainda poderá
libertar os prisioneiros se os personagens a ajudarem a lidar com </span></span><span style="font-size: medium;"><a data-vet-hash="kiril%20stoyanovich_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#kiril%20stoyanovich_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Kiril Stoyanovich</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
, a quem ela culpa acima de tudo. Zuleika vê os personagens como a
resposta às suas orações e pede que eles matem Kiril quando ele retornar
de sua última caçada (veja “ </span></span><a data-vet-entry="{"type":"entries","name":"Leader of the Pack","page":205,"id":"6a9","entries":["This event doesn't occur if the characters previously encountered and defeated Kiril's hunting pack (see \"{@area Pack Attack|58c|x}\" in the \"Special Events\" section in {@adventure chapter 11|CoS|12}).",{"type":"image","href":{"type":"internal","path":"adventure/CoS/130-cos15-04.webp"},"title":"{@creature Kiril Stoyanovich|CoS}","width":708,"height":1000},"Every hour the characters spend inside the werewolf den, roll a {@dice d20}. On a roll of 18 or higher, the werewolf hunting party returns, dragging a dead mountain goat. It's a meager feast, at best. The party consists of {@creature Kiril Stoyanovich|CoS} (a {@creature werewolf} with 90 hit points), six normal {@creature Werewolf||werewolves}, and nine {@creature Wolf||wolves}. All the werewolves arrive in wolf form.","If the wolves can see evidence of an assault on the den (such as if the guards at {@area area Z2|694|x} are absent or dead), the werewolves assume hybrid form. Kiril sends three werewolves up the mountainside to {@area area Z8|6a6|x} to enter the den from above while he and the remainder of the hunting party make their way deeper into the den.",{"type":"entries","name":"Development","page":205,"id":"6aa","entries":["As long as Kiril lives, the characters can't negotiate with the werewolves. If Kiril dies and the characters have the upper hand, the pack is willing to negotiate with them.","If {@creature Emil Toranescu|CoS} is present when Kiril returns, Emil is determined to kill his rival and become the new pack leader. If he succeeds, he allows the characters to leave the den unmolested but refuses to release the kidnapped children unless Zuleika is present to convince him otherwise (because she fears that the characters might kill her husband if he doesn't let the children go).","If both Kiril and Emil die, Zuleika becomes pack leader and cuts all ties to Strahd. The ordinary wolves leave the pack once Strahd becomes aware of this development. If the characters were drawn into Barovia by the \"{@area Werewolves in the Mist|08b|x}\" adventure hook, the werewolf attacks on the Sword Coast come to an end under Zuleika's leadership. If she is also dead, a young but fierce werewolf named Franz Groza becomes pack leader. He is vicious and treacherous, showing the characters no mercy."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,16,leader%20of%20the%20pack,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Líder da Matilha</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ” na seção “ </span></span><a data-vet-entry="{"type":"section","name":"Special Events","page":205,"id":"6a8","entries":["You can use one or both of the following special events while the characters are exploring or resting in the den.",{"type":"entries","name":"Leader of the Pack","page":205,"id":"6a9","entries":["This event doesn't occur if the characters previously encountered and defeated Kiril's hunting pack (see \"{@area Pack Attack|58c|x}\" in the \"Special Events\" section in {@adventure chapter 11|CoS|12}).",{"type":"image","href":{"type":"internal","path":"adventure/CoS/130-cos15-04.webp"},"title":"{@creature Kiril Stoyanovich|CoS}","width":708,"height":1000},"Every hour the characters spend inside the werewolf den, roll a {@dice d20}. On a roll of 18 or higher, the werewolf hunting party returns, dragging a dead mountain goat. It's a meager feast, at best. The party consists of {@creature Kiril Stoyanovich|CoS} (a {@creature werewolf} with 90 hit points), six normal {@creature Werewolf||werewolves}, and nine {@creature Wolf||wolves}. All the werewolves arrive in wolf form.","If the wolves can see evidence of an assault on the den (such as if the guards at {@area area Z2|694|x} are absent or dead), the werewolves assume hybrid form. Kiril sends three werewolves up the mountainside to {@area area Z8|6a6|x} to enter the den from above while he and the remainder of the hunting party make their way deeper into the den.",{"type":"entries","name":"Development","page":205,"id":"6aa","entries":["As long as Kiril lives, the characters can't negotiate with the werewolves. If Kiril dies and the characters have the upper hand, the pack is willing to negotiate with them.","If {@creature Emil Toranescu|CoS} is present when Kiril returns, Emil is determined to kill his rival and become the new pack leader. If he succeeds, he allows the characters to leave the den unmolested but refuses to release the kidnapped children unless Zuleika is present to convince him otherwise (because she fears that the characters might kill her husband if he doesn't let the children go).","If both Kiril and Emil die, Zuleika becomes pack leader and cuts all ties to Strahd. The ordinary wolves leave the pack once Strahd becomes aware of this development. If the characters were drawn into Barovia by the \"{@area Werewolves in the Mist|08b|x}\" adventure hook, the werewolf attacks on the Sword Coast come to an end under Zuleika's leadership. If she is also dead, a young but fierce werewolf named Franz Groza becomes pack leader. He is vicious and treacherous, showing the characters no mercy."]}]},{"type":"entries","name":"Die Kinder","page":205,"id":"6ab","entries":["If the characters get the children away from the den while Kiril is alive, Kiril reassembles his hunting party and pursues the lost prisoners relentlessly. If Kiril is dead, the werewolf pack is too preoccupied with determining Kiril's successor to organize a hunting party.","If the characters aren't sure where to take the children, a {@creature wereraven|VRGR} (see {@area appendix D|7d5|x}) that has been spying on the den in raven form assumes hybrid form and suggests that they take refuge in the nearby village of Krezk ({@adventure chapter 8|CoS|9}). If the characters head that way, the wereraven scouts from overhead until the characters reach the village, whereupon it flies south to the Wizard of Wines winery ({@adventure chapter 12|CoS|13}) and reports what has happened to {@creature Davian Martikov|CoS}.","The children are understandably traumatized by their imprisonment in the werewolf den. They cry and scream the whole time they're with the characters. A {@spell calm emotions} spell quells their anguish for the duration of the spell (no saving throws required). A character can try to silence the children for a longer period of time using intimidation, or by offering them hope (real or otherwise). The character must make a DC 15 Charisma ({@skill Intimidation}, {@skill Persuasion}, or {@skill Deception}) check, as appropriate. If the check succeeds, the children remain silent until something happens to frighten them.","If the characters take the children to Krezk, the villagers there look after the children and see that they are fed and properly clothed. If the characters take them to Vallaki instead, the Martikovs allow the children to stay at the Blue Water Inn until the characters return to collect them."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":-1}" href="https://5e.tools/adventure.html#cos,16,special%20events,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Eventos Especiais</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ” abaixo).</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Cada
uma das oito crianças aprisionadas aqui tem CA 10, 1 ponto de vida e
nenhum ataque efetivo. Para determinar a idade de uma criança em anos,
jogue </span></span><span style="font-size: medium;"><span class="roller render-roller" data-packed-dice="{"type":"dice","rollable":true,"toRoll":"1d6 + 6","displayText":"1d6 + 6"}" title="Clique para rolar. SHIFT/CTRL para rolar duas vezes."><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">1d6 + 6</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
. As pedras empilhadas sobre cada gaiola ocupada podem ser derrubadas
ou levantadas, permitindo que as gaiolas sejam abertas. As crianças
estão em estado de choque. Aqueles que são libertados não se afastam dos
personagens com medo de serem comidos por lobos e lobisomens.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os
cadáveres pendurados na parede atrás da estátua são de dois adultos
barovianos, um homem e uma mulher, mortos pela matilha e apresentados
como oferendas à Mãe Noite. Os lobisomens consideram os vermes festivos
um símbolo da "alimentação" da Mãe Noite. Quando a carne desses
cadáveres é consumida, a matilha procura novas oferendas para
substituí-los.</span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="19" data-title-relative-index="1"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Tesouro</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p204</span></span></span></span></span></h3></div><div class="rd__b rd__b--2" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O tesouro empilhado ao redor da base da estátua da Mãe Noite inclui:</span></span></p><ul class="rd__list"><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">4.500 cp, 900 sp e 250 po (todas moedas de cunhagem estrangeira à Baróvia)</span></span></li><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Trinta gemas de 50 PO e sete gemas de 100 PO</span></span></li><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Doze
peças de joias de ouro simples (no valor de 25 po cada) e um alfinete
de ouro finamente trabalhado incrustado com fragmentos de azeviche (no
valor de 250 po)</span></span></li><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um chifre de marfim gravado com dríades dançantes e tocadores de flauta de sátiro (no valor de 250 PO)</span></span></li><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um incensário de electrum ornamentado com filigrana de platina (no valor de 750 PO)</span></span></li></ul><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Qualquer
um que roube da Mãe Noite é amaldiçoado. Os lobisomens sabem disso e,
portanto, não se esforçam para proteger o tesouro.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Qualquer
criatura que pegue um tesouro desta pilha é assombrada por sonhos
horríveis todas as noites, desde o anoitecer até o amanhecer. A maldição
afeta apenas a criatura que roubou e não é repassada a ninguém que
possa ficar de posse do item. Devolver um item roubado à pilha do
tesouro não acaba com a maldição.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma
criatura amaldiçoada desta forma não ganha nenhum benefício ao terminar
um descanso curto ou longo à noite (descansar durante o dia funciona
normalmente, já que a maldição fica adormecida do amanhecer ao
anoitecer). Uma </span></span><span style="font-size: medium;"><a data-vet-hash="greater%20restoration_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#greater%20restoration_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">restauração maior</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ou um feitiço </span></span><a data-vet-hash="remove%20curse_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#remove%20curse_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de remoção de maldição</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> lançado na criatura encerra a maldição sobre ela. A maldição sobre a criatura também termina se ela deixar a Baróvia.</span></span></span></p></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="20" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Fortunas de Ravenloft</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p205</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se
a leitura da sua carta revelar que um tesouro está aqui, ele está entre
os outros itens na base da estátua. A maldição descrita acima também se
aplica a este tesouro.</span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="21" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Z8. Anel de Pedra</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p205</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--0" style="text-align: justify;"><div class="rd__b rd__b--1"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um
anel de pedras com seis metros de diâmetro domina uma saliência rochosa
na encosta da montanha. Dentro do ringue, você vê sangue respingado e
pequenos ossos roídos. No chão, fora do círculo, estão várias lanças
manchadas de sangue seco.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
matilha de lobisomens se reúne aqui para assistir seus jovens
prisioneiros lutarem com lanças no ringue de pedra. A última criança de
pé é mordida e transformada em lobisomem; então os corpos dos mortos são
devorados, seus ossos limpos.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Situada na encosta da montanha há uma porta secreta que pode ser aberta para revelar um túnel com escadas toscas que levam à </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Z6. Kiril's Cave","page":204,"id":"6a0","entries":[{"type":"insetReadaloud","id":"6a1","entries":["At the back of this cave hangs a curtain made of human skin."]},"When home, {@creature Kiril Stoyanovich|CoS} sleeps here in wolf form.","Behind the ghastly curtain of stitched flesh is a 10-foot-high, 10-foot-wide tunnel with rough-hewn stairs leading up, interspersed with landings. The tunnel ends at a secret door, beyond which lies {@area area Z8|6a6|x}. The secret door is easy to spot from inside the tunnel (no ability check required)."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,16,z6.%20kiril's%20cave,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área Z6</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p></div></div><hr class="rd__hr rd__hr--section" style="margin-left: 0px; margin-right: 0px; text-align: left;" /><div class="rd__b rd__b--0" style="text-align: justify;"><h1 class="rd__h rd__h--0" data-title-index="22" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Eventos especiais</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p205</span></span></span></span></span></h1></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Você pode usar um ou ambos os seguintes eventos especiais enquanto os personagens estão explorando ou descansando na toca.</span></span></p><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="23" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Líder da Matilha</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p205</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Este evento não ocorre se os personagens encontraram e derrotaram anteriormente o bando de caça de Kiril (veja “ </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Pack Attack","page":171,"id":"58c","entries":["If the characters blew up Ezmerelda's wagon, activated the lightning sheath around the tower, or caused the tower to collapse, the sound of their handiwork echoes through the valley as far west as Krezk and as far east as Vallaki. The disturbance attracts the attention of a pack of werewolves, which arrives after 1 hour.","The werewolves haunt the Svalich Woods west of Van Richten's Tower. They come running in wolf form, hoping to trap prey on the island by cutting off access to the causeway.","Leading the hunt is {@creature Kiril Stoyanovich|CoS}, a {@creature werewolf} with 90 hit points. Accompanying him are six normal {@creature Werewolf||werewolves} and nine {@creature Wolf||wolves}. While in wolf form, the werewolves are indistinguishable from ordinary wolves. They either remain in wolf form or assume hybrid form.","If the characters were drawn into Barovia by the \"{@area Werewolves in the Mist|08b|x}\" adventure hook, this encounter represents a climactic confrontation between the characters and the werewolf pack that has been terrorizing settlements in the Forgotten Realms. The werewolves know that the tower has magical defenses, so they are cautious. Kiril tries to lure the characters outside for a final showdown, but pulls his pack into the woods if the characters start lobbing spells or making ranged attacks from the tower.",{"type":"entries","name":"Development","page":172,"id":"58d","entries":["A captured werewolf can be forced to divulge the whereabouts of the children kidnapped by the pack. They are being held in a cave to the west (see chapter 15, \"{@adventure Werewolf Den|CoS|16}\")."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,12,pack%20attack,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Ataque de bando</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ” na seção “Eventos Especiais” no </span></span><a href="https://5e.tools/adventure.html#CoS,12"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 11</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p><div class="" style="text-align: justify;"><div class="rd__wrp-image relative" data-title-index="24">
<span style="font-size: medium;"><a href="https://5e.tools/img/adventure/CoS/130-cos15-04.webp" rel="noopener noreferrer" target="_blank" title="Kiril Stoyanovich">
<img alt="Kiril Stoyanovich" class="rd__image" height="940" src="https://5e.tools/img/adventure/CoS/130-cos15-04.webp" width="666" />
</a></span>
</div><div class="rd__image-title"><div class="rd__image-title-inner"><span style="font-size: medium;"><a data-vet-hash="kiril%20stoyanovich_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#kiril%20stoyanovich_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Kiril Stoyanovich</span></span></a></span></div></div></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Cada hora que os personagens passam dentro da toca dos lobisomens, jogue um </span></span><span style="font-size: medium;"><span class="roller render-roller" data-packed-dice="{"type":"dice","rollable":true,"toRoll":"d20","displayText":"d20"}" title="Clique para rolar. SHIFT/CTRL para rolar duas vezes."><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">d20</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
. Com um resultado de 18 ou mais, o grupo de caça ao lobisomem retorna,
arrastando uma cabra montesa morta. É um banquete escasso, na melhor
das hipóteses. O grupo consiste em </span></span><a data-vet-hash="kiril%20stoyanovich_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#kiril%20stoyanovich_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Kiril Stoyanovich</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (um </span></span><a data-vet-hash="werewolf_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#werewolf_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">lobisomem</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> com 90 pontos de vida), seis </span></span><a data-vet-hash="werewolf_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#werewolf_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">lobisomens</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> normais , e nove </span></span><a data-vet-hash="wolf_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#wolf_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">lobos</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . Todos os lobisomens chegam em forma de lobo.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se os lobos puderem ver evidências de um ataque à toca (como se os guardas da </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Z2. Guard Post","page":203,"id":"694","entries":[{"type":"insetReadaloud","id":"695","entries":["Here, the cave splits to the left and right. Standing on a five-foot-high ledge between the divide are two feral-looking women wearing shredded clothing and clutching spears."]},"Aziana and Davanka, two {@creature Werewolf||werewolves} in human form, stand guard on the ledge. They sound the alarm when they spot intruders. Any loud noise here can be heard throughout the den, bringing quick reinforcements from areas Z3 and Z5. The werewolves fight to the death."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,16,z2.%20guard%20post,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área Z2</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> estiverem ausentes ou mortos), os lobisomens assumem a forma híbrida. Kiril envia três lobisomens montanha acima para a </span></span><a data-vet-entry="{"type":"entries","name":"Z8. Ring of Stone","page":205,"id":"6a6","entries":[{"type":"insetReadaloud","id":"6a7","entries":["A twenty-foot-diameter ring of stones dominates a rocky ledge on the mountainside. Within the ring, you see spattered blood and small, gnawed bones. Lying on the ground outside the circle are several spears stained with dry blood."]},"The werewolf pack convenes here to watch their young prisoners fight with spears in the stone ring. The last child standing is bitten and turned into a werewolf; then the bodies of the dead are devoured, their bones picked clean.","Set into the mountainside is a secret door that can be pushed open to reveal a tunnel with rough-hewn stairs leading down to {@area area Z6|6a0|x}."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,16,z8.%20ring%20of%20stone,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área Z8</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> para entrar na toca por cima, enquanto ele e o restante do grupo de caça avançam mais fundo na toca.</span></span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="25" data-title-relative-index="1"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Desenvolvimento</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p205</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Enquanto
Kiril viver, os personagens não poderão negociar com os lobisomens. Se
Kiril morrer e os personagens estiverem em vantagem, a matilha estará
disposta a negociar com eles.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se </span></span><span style="font-size: medium;"><a data-vet-hash="emil%20toranescu_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#emil%20toranescu_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Emil Toranescu</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
estiver presente quando Kiril retornar, Emil estará determinado a matar
seu rival e se tornar o novo líder da matilha. Se tiver sucesso, ele
permite que os personagens deixem a toca sem serem molestados, mas se
recusa a libertar as crianças sequestradas, a menos que Zuleika esteja
presente para convencê-lo do contrário (porque ela teme que os
personagens possam matar seu marido se ele não deixar as crianças irem).</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se
Kiril e Emil morrerem, Zuleika se tornará líder da matilha e cortará
todos os laços com Strahd. Os lobos comuns deixam a matilha assim que
Strahd toma conhecimento desse desenvolvimento. Se os personagens foram
atraídos para a Baróvia pelo gancho de aventura “ </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Werewolves in the Mist","page":21,"id":"08b","entries":["This adventure hook assumes you're running a campaign in or near Daggerford (see \"{@area Mysterious Visitors|083|x}\" for more information). It also assumes you're using the five player factions featured in the Adventurers League.",{"type":"insetReadaloud","id":"08c","entries":["\"Werewolves in the mist!\" You've heard these dreaded words spoken again and again by farmers, merchants, and adventurers alike. The hamlets east of Daggerford have fallen prey to a pack of werewolves that spills out of the Misty Forest on nights of the full moon, cloaked in crawling mist that seems to follow them wherever they go. The beasts spread death and mayhem, slaughtering adults and stealing children before retreating back into the woods. Others have tried to combat the werewolf menace, with little success."]},"The Misty Forest lies thirty miles east of Daggerford. Before the characters embark on their quest, those who have faction allegiances receive additional information described in the sections that follow. Take the players aside, and read them the boxed text for their faction.",{"type":"entries","name":"Harpers","page":21,"id":"08d","entries":[{"type":"insetReadaloud","id":"08e","entries":["A Harper named Zelraun Roaringhorn knows a metalsmith who will silver your weapons for free. He also provides some helpful magic.","\"We strive to protect the powerless,\" he says. \"If the children kidnapped by the werewolves are still alive, I would see them safely returned.\""]},"Zelraun Roaringhorn (LN male human {@creature mage}) has come to Daggerford to meet with its ruler, Duchess Morwen, and offer the Harpers' support.","Zelraun gives each Harper character a {@item spell scroll} of {@spell remove curse}. He has also made arrangements with a metalsmith in Waterdeep to sheathe the characters' weapons in silver. The party can have up to six weapons silvered in this manner. Twenty pieces of ammunition count as one weapon for this purpose.",{"type":"entries","name":"About the Harpers","page":21,"id":"08f","entries":["The Harpers is a network of spellcasters and spies who advocate equality and who covertly oppose the abuse of power. The organization's longevity is largely due to its decentralized, grassroots, secretive nature, and the autonomy of its members. The Harpers have small cells and lone operatives throughout the Forgotten Realms. They share information with one another from time to time as needs warrant. The Harpers' ideology is noble, and its members pride themselves on their ingenuity and incorruptibility."]}]},{"type":"entries","name":"Order of the Gauntlet","page":21,"id":"090","entries":[{"type":"insetReadaloud","id":"091","entries":["You met with the heads of the Order of the Gauntlet chapter house in Waterdeep. They've stationed members of the order at various inns and homesteads east of Daggerford, so that locals need not fear the night. Now they're counting on you to find the werewolves' lair in the Misty Forest. Only then can the order mount an organized assault. As you prepare to depart, a {@creature knight of the order|CoS} named Lanniver Strayl offers you his blessing."]},"Lanniver Strayl (LG male human {@creature knight}), a devout follower of Tyr recently arrived in Daggerford, gives a {@item potion of heroism} to each member of the order in the party.",{"type":"entries","name":"About the Order of the Gauntlet","page":21,"id":"092","entries":["Founded by paladins and clerics of Helm, Torm, and Tyr, the order is a dedicated group of like-minded individuals driven by religious zeal or a finely honed sense of justice and honor. The order is ready to lash out the moment evil acts, and not a moment before. The order strikes hard and fast, without waiting for the blessings of temples or the permission of rulers. The order believes that evil must be smashed, or it will swiftly overcome all."]}]},{"type":"entries","name":"Emerald Enclave","page":21,"id":"093","entries":[{"type":"insetReadaloud","id":"094","entries":["You don't need to consult with others in the Emerald Enclave to know that the werewolves are upsetting the natural order. For balance to be restored, they must be eradicated. It seems the gods of nature agree, for they've sent good weather and preserved the monsters' tracks."]},"Members of the Emerald Enclave in the party gain inspiration whenever the party kills a werewolf.",{"type":"entries","name":"About the Emerald Enclave","page":21,"id":"095","entries":["This widespread group of wilderness survivalists preserves the natural order while rooting out unnatural threats. Druids, rangers, and barbarians make up most of its membership.","Branches of the organization can be found wherever untamed wilderness exists. Members of the Emerald Enclave know how to survive, and more important, they want to help others do the same. They aren't opposed to civilization or progress, but they strive to prevent civilization and the wilderness from destroying one another."]}]},{"type":"entries","name":"Lords' Alliance","page":22,"id":"096","entries":[{"type":"insetReadaloud","id":"097","entries":["A Lords' Alliance operative from Waterdeep named Eravien Haund comes to Daggerford bearing news that alliance agents have not only captured one of the werewolves but also conducted a thorough interrogation before putting the creature out of its misery."]},"Eravien Haund (LN male half-elf {@creature noble}) imparts the following information to fellow Lords' Alliance members and tells them not to share it:",{"type":"list","items":["The werewolf pack has almost a dozen members. The leader of the pack is a man named Kiril.","The werewolves come from a distant land called Barovia. The Lords' Alliance has no information about it.","The werewolves worship a deity called Mother Night.","The werewolves leave and return to Barovia through some kind of ancient portal. (This is a deduction on Eravien's part, based on the werewolf prisoner's vague description of how the pack gets to and from Barovia.)"]},"Eravien believes that he can gain prestige within the Lords' Alliance if he learns the whereabouts of the \"ancient portal\" that the werewolves are using and destroys it. He is convinced that the portal represents a danger not only to Daggerford but also to Waterdeep. Any Lords' Alliance character who agrees to destroy it is given a {@item spell scroll} of {@spell magic weapon}. Eravien also promises to furnish the character with a letter of recommendation (see \"{@book Marks of Prestige|DMG|7|Marks of Prestige}\" in chapter 7 of the {@book Dungeon Master's Guide|DMG}) once the portal is destroyed.",{"type":"entries","name":"About the Lords' Alliance","page":22,"id":"098","entries":["The Lords' Alliance is a coalition of political powers concerned with their mutual security and prosperity. Heading the coalition are rulers in the North and along the Sword Coast.","Although alliance members have pledged to join forces against common threats, every lord in it places the fate and fortune of his or her settlement above all others. Agents of the alliance are chosen primarily for their loyalty, and are trained in observation, stealth, innuendo, and combat. Backed by the wealthy, they carry well-made equipment (often disguised to appear common). Alliance operatives are often glory hounds."]}]},{"type":"entries","name":"Zhentarim","page":22,"id":"099","entries":[{"type":"insetReadaloud","id":"09a","entries":["The Black Network sees the werewolf menace as an opportunity to provide lords and nervous landowners with mercenaries to protect their holdings. But at least one of your fellow members has a grudge against the lycanthropes. Davra Jassur, a member of the Zhentarim based in Waterdeep, arranges a private meeting with you."]},"Davra Jassur (LE female human {@creature assassin}) poses as a recruiter for the Black Network but is, in fact, a cutthroat who quietly disposes of competitors. Her husband, Yarak, was also a member of the Black Network. He was escorting a caravan traveling from Daggerford to the Way Inn (about sixty miles southeast of Daggerford, along the Trade Way) when the werewolves attacked. Yarak was slain, and Davra wants revenge; she wants the head of the werewolf pack leader. She is too tied up with \"business\" to engage in a personal vendetta, but if another member of the Black Network were to help, she would owe that individual a special favor (see \"{@book Marks of Prestige|DMG|7|Marks of Prestige}\" in chapter 7 of the {@book Dungeon Master's Guide|DMG}).",{"type":"entries","name":"About the Zhentarim","page":22,"id":"09b","entries":["The Zhentarim is an unscrupulous shadow network that seeks to expand its influence throughout the Forgotten Realms. The public face of the Black Network appears relatively benign. It offers the best and cheapest goods and services, both legal and illicit, hoping to undercut its competitors.","Members of the Zhentarim think of themselves as members of an extended family and rely on it for resources and security. At the same time, members are granted the autonomy to increase their own wealth and influence. As a whole, the Zhentarim promises \"the best for the best,\" although in truth the organization is more interested in spreading its own propaganda and influence than investing in the improvement of its members."]}]},{"type":"entries","name":"Welcome to Barovia","page":22,"id":"09c","entries":["Strahd is using the werewolves to lure adventurers to his domain. Characters can follow the werewolves' tracks into the Misty Forest. After hours of fruitless searching, the characters are engulfed by thick fog:",{"type":"insetReadaloud","id":"09d","entries":["The woods darken as the trees begin to close ranks, their needle-covered arms interlocking to blot out the sun. The shroud of mist that covers the ground turns into creeping walls of gray fog that silently envelop you until you can't see more than a few feet in any direction. Soon, even the werewolf tracks disappear."]},"No matter which direction they go, the characters come to a lonely dirt road that cuts through the woods, leading to {@area area A|0f9|x} (see {@adventure chapter 2|CoS|3}). As an alternative, you can have them enter Barovia near Krezk (see {@adventure chapter 8|CoS|9})."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,2,werewolves%20in%20the%20mist,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Lobisomens na Névoa</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
”, os ataques de lobisomens na Costa da Espada chegam ao fim sob a
liderança de Zuleika. Se ela também estiver morta, um jovem mas feroz
lobisomem chamado Franz Groza se torna o líder da matilha. Ele é cruel e
traiçoeiro, não mostrando piedade aos personagens.</span></span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="26" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Morra mais gentil</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p205</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se
os personagens afastarem as crianças da toca enquanto Kiril estiver
vivo, Kiril reúne seu grupo de caça e persegue os prisioneiros perdidos
incansavelmente. Se Kiril estiver morto, a matilha de lobisomens estará
muito preocupada em determinar o sucessor de Kiril para organizar um
grupo de caça.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se os personagens não tiverem certeza de para onde levar as crianças, um </span></span><span style="font-size: medium;"><a data-vet-hash="wereraven_vrgr" data-vet-page="bestiary.html" data-vet-source="VRGR" href="https://5e.tools/bestiary.html#wereraven_vrgr"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">homem-corvo</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (veja </span></span><a data-vet-entry="{"type":"entries","name":"Wereraven","page":242,"id":"7d5","entries":["{@creature Wereraven|VRGR|Wereravens} are secretive and extraordinarily cautious lycanthropes that trust one another but are wary of just about everyone else. Although skilled at blending into society, they keep mostly to themselves, respect local laws, and strive to do good whenever possible.","In their human and hybrid forms, wereravens favor light weapons. They are reluctant to make bite attacks in raven form for fear of spreading their curse to those who don't deserve it or who would abuse it.",{"type":"entries","id":"7d6","entries":[{"type":"entries","name":"A Kindness of Wereravens","page":242,"id":"7d7","entries":["Wereravens refer to their tightly knit groups as kindnesses. A kindness of wereravens usually numbers between seven and twelve individuals. Not surprisingly, wereravens get along well with ravens and often hide in plain sight among them."]},{"type":"entries","name":"Charitable Collectors","page":242,"id":"7d8","entries":["Wereravens like to collect shiny trinkets and precious baubles. They are fond of sharing their wealth with those in need and, in their humanoid forms, modestly give money to charity. They take steps to keep magic items out of evil hands by stashing them in secret hiding places."]},{"type":"entries","name":"Characters as Wereravens","page":242,"id":"7d9","entries":["The {@book Monster Manual|MM} has rules for characters afflicted with lycanthropy. The following text applies to wereraven characters specifically.","A character cursed with wereraven lycanthropy gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the wereraven's bite are based on whichever is higher of the character's Strength and Dexterity. The bite of a wereraven in raven form deals 1 piercing damage (no ability modifier applies to this damage) and carries the curse of lycanthropy; see the \"Player Characters as Lycanthropes\" sidebar in the lycanthropes entry in the {@book Monster Manual|MM} for details.",{"type":"image","href":{"type":"internal","path":"adventure/CoS/155-637515969684846750.webp"},"title":"{@creature Wereraven|VRGR}","width":399,"height":337}]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,21,wereraven,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o apêndice D</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) que está espionando a toca na forma de corvo assume a forma híbrida e sugere que eles se refugiem na vila próxima de Krezk ( </span></span><a href="https://5e.tools/adventure.html#CoS,9"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 8</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
). Se os personagens seguirem nessa direção, o homem-corvo espiará de
cima até que os personagens cheguem à vila, e então ele voará para o
sul, até a vinícola do Feiticeiro dos Vinhos ( </span></span><a href="https://5e.tools/adventure.html#CoS,13"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 12</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) e relatará o que aconteceu a </span></span><a data-vet-hash="davian%20martikov_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#davian%20martikov_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Davian Martikov</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As
crianças estão compreensivelmente traumatizadas pela prisão na toca dos
lobisomens. Eles choram e gritam o tempo todo que estão com os
personagens. Um feitiço </span></span><span style="font-size: medium;"><a data-vet-hash="calm%20emotions_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#calm%20emotions_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de emoções calmas</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
suprime sua angústia durante o período do feitiço (não são necessários
testes de resistência). Um personagem pode tentar silenciar as crianças
por um longo período de tempo usando intimidação ou oferecendo-lhes
esperança (real ou não). O personagem deve fazer um teste de Carisma CD
15 ( </span></span><span class="help help--hover" data-vet-hash="intimidation_phb" data-vet-is-faux-page="true" data-vet-page="skill" data-vet-source="PHB"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Intimidação</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><span class="help help--hover" data-vet-hash="persuasion_phb" data-vet-is-faux-page="true" data-vet-page="skill" data-vet-source="PHB"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Persuasão</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ou </span></span><span class="help help--hover" data-vet-hash="deception_phb" data-vet-is-faux-page="true" data-vet-page="skill" data-vet-source="PHB"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Enganação</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ), conforme apropriado. Se o teste for bem sucedido, as crianças permanecem em silêncio até que algo aconteça para assustá-las.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se
os personagens levarem as crianças para Krezk, os aldeões cuidam das
crianças e cuidam para que elas sejam alimentadas e vestidas
adequadamente. Se os personagens os levarem para Vallaki, os Martikovs
permitirão que as crianças fiquem na Pousada Água Azul até que os
personagens retornem para buscá-los.</span></span></p><span style="font-size: medium;"><script src="moz-extension://bc13062b-f7c1-4af4-b79f-2ba1c15249cb/js/app.js" type="text/javascript"></script></span>Jfjuniorhttp://www.blogger.com/profile/06489839029081384326noreply@blogger.com0tag:blogger.com,1999:blog-1888798435178792165.post-82668502092035669902024-02-21T20:14:00.002-03:002024-02-21T20:14:18.895-03:00COMUNICADO IMPORTANTE DRAGÃO BRASIL<p style="text-align: justify;"><span style="color: red; font-size: medium;"> <strong>Olá!</strong><br /><br /><strong>É
tempo de festa na Dragão Brasil! Nesta edição de fevereiro de 2024,
alcançamos uma marca inimaginável para qualquer revista de RPG (e, sendo
franco, hoje em dia é uma marca de respeito para qualquer tipo de
revista): a edição 200.</strong><br />Pode parecer que foi ontem que a brincadeira com a <em>Dragão</em> retrô ilustrando <em>Strangers Things</em> na capa aconteceu, mas este ano a nova encarnação da revista completará <strong>OITO ANOS</strong>! Tudo graças a vocês. Dá para acreditar?<br /><br />Juntando
a ocasião festiva e todo esse tempo de estrada, chegamos a uma
conclusão. É hora de mudanças. Algumas mais profundas, outras nem tanto.
Mas mudar os ares e chacoalhar a poeira é essencial para que a gente se
mantenha saudável pelos próximos 100 números (pelo menos!).</span></p><div class="quill__content-view" style="text-align: justify;"><ul><li><span style="color: red; font-size: medium;"><strong>Formato e identidade visual! </strong>Observamos que hoje em dia uma parte considerável dos leitores utiliza o celular para ler a <em>Dragão Brasil</em>.
Por isso, optamos pelo tradicional formato vertical, nas mesmas
dimensões de nossos livros de RPG, e por um layout mais claro e moderno.
O texto em duas colunas também ajuda quem usa a ferramenta de zoom.
Além de tudo, esses fatores darão uma forcinha para quem quiser imprimir
uma parte da revista para usar em sua mesa de jogo, por exemplo.</span></li><li><span style="color: red; font-size: medium;"><strong>Conteúdo fixo! </strong>Boa
parte do que um dia foi meta agora é conteúdo permanente da revista.
Depois de tanto tempo, temos uma espinha dorsal muito sólida de artigos e
colunas. E com a volta da <strong><em>Encontro Aleatório</em></strong>, na forma de matérias curtas sobre temas diversos, a variedade só aumenta!</span></li><li><span style="color: red; font-size: medium;"><strong>Extras em anexo!</strong> Tudo o que for considerado extra, ou seja, conteúdo atingido através de metas batidas, virá em arquivos separados. Mangás (<strong><em>LEDD</em></strong> e <strong><em>Khalifor</em></strong>, revezando-se por temporada), papéis de parede para monitor e celular, e o <strong><em>Monster Chefe</em></strong>, agora diagramado no mesmo formato das fichas dos monstros encontrados em <em>Ameaças de Arton</em>.</span></li><li><span style="color: red; font-size: medium;"><strong>Uma nova revista para os Conselheiros!</strong> Agora os apoiadores deste nível recebem, além da<em> Dragão Brasil</em>, a nova <strong><em>Revista Tormenta20</em></strong>. Cada edição trará uma aventura completa inédita, formando uma campanha canônica e importante para o cenário intitulada <em>Duelo de Dragões</em>.</span></li></ul><p><span style="color: red; font-size: medium;"><br />Fora isso, teremos alguns reajustes nos nossos níveis de apoio, a partir de fevereiro. O nível <strong>Guarda</strong> passa para <strong>R$11</strong>, enquanto o nível Aventureiro passa para<strong> R$15. </strong>Já o nível <strong>Conselheiro</strong> permanece <strong>R$20</strong>, com a adição da nova<strong><em> Revista Tormenta20</em></strong>, com todos os seus extras, e o direito de participar tanto do grupo dos Conselheiros no<strong> Facebook</strong> quanto da nova área exclusiva que estamos preparando no <a href="https://discord.gg/bBzyTZsjmV" target="_blank"><strong>Discord da Jambô</strong></a>.
Sabemos que reajustes não são legais, mas este é o primeiro desde o
início da revista, em 2016, e será importante para mantermos nossa
equipe.<br /><br />Esperamos que todos possam continuar se divertindo com a <em>Dragão Brasil</em> e nos apoiando para que possamos prosseguir fornecendo o melhor conteúdo de RPG do país!<br />Nos vemos na próxima edição!<br /><br /><strong>J.M. Trevisan<br />https://apoia.se/dragaobrasil<br /></strong></span></p></div><span style="font-size: medium;"><script src="moz-extension://bc13062b-f7c1-4af4-b79f-2ba1c15249cb/js/app.js" type="text/javascript"></script></span>Jfjuniorhttp://www.blogger.com/profile/06489839029081384326noreply@blogger.com0tag:blogger.com,1999:blog-1888798435178792165.post-10487460129977273852024-02-21T11:19:00.001-03:002024-02-21T11:19:00.144-03:00A maldição de Strahd Capítulo XIV : Colina de Yester <div style="text-align: justify;"><span style="font-size: medium;"><a href="https://5e.tools/img/adventure/CoS/123-cos14-01.webp" rel="noopener noreferrer" target="_blank">
<img class="rd__image" height="640" src="https://5e.tools/img/adventure/CoS/123-cos14-01.webp" width="640" />
</a><br /></span></div><p style="text-align: justify;"><span style="font-size: medium;"> <span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Os
druidas que adoram Strahd como senhor da terra e senhor do clima se
reúnem aqui, no topo da Colina Yester, bem no limite do domínio de
Strahd. Esta colina também é onde nascem as pragas malignas que
percorrem os Bosques Svalich, e onde Strahd vem de vez em quando para
vislumbrar seu lar ancestral.</span></span></span></p><div class="rd__quote" style="text-align: justify;"><p class="rd__quote-line rd__quote-line--last"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">“ </span></span><span style="font-size: medium;"><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">De
dia ou de noite, estendendo-se até os limites da visão, as bordas do
meu reino são marcadas por uma grande parede de névoa. Eu estava lá no
seu nascimento.</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ”</span></span></span></p><p><span style="font-size: medium;"><span class="rd__quote-by"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">— </span></span><a data-vet-hash="strahd%20von%20zarovich_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#strahd%20von%20zarovich_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Strahd von Zarovich</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> em I, Strahd: As Memórias de um Vampiro</span></span></span></span></p></div><hr class="rd__hr rd__hr--section" style="margin-left: 0px; margin-right: 0px; text-align: left;" /><div class="rd__b rd__b--0" style="text-align: justify;"><h1 class="rd__h rd__h--0" data-title-index="2" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Áreas do Morro</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p197</span></span></span></span></span></h1></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os locais a seguir correspondem aos rótulos no mapa de Yester Hill abaixo.</span></span></p><div class="rd__wrp-gallery" style="text-align: justify;"><div class="rd__wrp-gallery-image"><div class="rd__wrp-image relative" data-title-index="3">
<span style="font-size: medium;"></span>
</div></div></div><div class="rd__wrp-gallery" style="text-align: justify;"><div class="rd__wrp-gallery-image"><div class="rd__wrp-image relative" data-title-index="4">
</div><div class="rd__image-title"><div class="rd__image-title-inner"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Versão do jogador</span></span></div></div></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="5" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Y1. Trilha</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p197</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
trilha através da floresta densa leva a uma colina coberta de grama
morta e montes de rochas negras. Nuvens escuras e sinistras se reúnem no
alto, e um único raio atinge o topo da colina. A oeste da colina, a
terra, a floresta e o céu desaparecem atrás de uma imponente parede de
neblina.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A trilha se divide à medida que sobe a encosta, formando dois anéis concêntricos ( </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Y2. Berserker Cairns","page":197,"id":"677","entries":[{"type":"insetReadaloud","id":"678","entries":["Dirt trails run along two concentric rings of cairns that encircle the hillside. Each cairn is a ten-foot-high mound of slimy black rocks."]},"These burial mounds predate the arrival of Strahd and the druids. They have remained undisturbed for centuries. Buried under the rocks are the moldy bones of an ancient tribe of berserkers that once lived in the mountains. (See \"{@area Blood Spear of Kavan|688|x}\" in the \"Special Events\" section below.)"]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,15,y2.%20berserker%20cairns,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área Y2</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ). A trilha também leva ao topo do morro ( </span></span><a data-vet-entry="{"type":"entries","name":"Y3. Druids' Circle","page":197,"id":"679","entries":[{"type":"insetReadaloud","id":"67a","entries":["Atop the hill is a wide ring of black boulders and smaller rocks that collectively form a makeshift wall enclosing a field of dead grass. Lightning strikes the edge of the ring from time to time, illuminating a ghastly, fifty-foot-tall statue made of tightly woven twigs and packed with black earth. The statue resembles a towering, cloaked man with fangs."]},"The ring of boulders that surrounds the field is 250 feet in diameter and ranges from 5 to 10 feet high. Any creature that climbs over the black boulders has a {@chance 10|10 percent} chance of being struck by lightning, taking 44 ({@dice 8d10}) lightning damage. Characters can avoid the damage by sticking to the two trails that pass through the ring.",{"type":"entries","name":"Wooden Statue","page":198,"id":"67b","entries":["The giant statue bears an eerie resemblance to {@creature Strahd von Zarovich|CoS}. Close inspection reveals roots sprouting from the ground around its base. These roots are part of the Gulthias tree in {@area area Y4|67e|x}. They wrap around the statue, providing added support and durability. The roots not only prevent the statue from being toppled but also allow the effigy to serve as a component in a ritual to create a tree blight (see \"{@area Druids' Ritual|685|x}\" in the \"Special Events\" section below). Planted in the \"heart\" of this wooden effigy is a magic gem stolen from the Wizard of Wines vineyard ({@adventure chapter 12|CoS|13}).","The statue has AC 10, 50 hit points, and immunity to poison and psychic damage. If the statue takes fire damage after being splashed with oil, it catches fire, taking {@dice 2d6} fire damage each round. If the statue is reduced to 0 hit points, it collapses, and the magic gem tumbles onto the field, glowing with a bright green light."]},{"type":"entries","name":"Hidden Graves","page":198,"id":"67c","entries":["Hidden throughout the field inside the boulders are six {@creature Druid||druids} (CE male and female humans) and six {@creature Berserker||berserkers} (CE male and female humans), all descendants of the ancient mountain tribe whose members are buried on this hill and all covered head to toe in bluish-gray mud. They have long, tangled hair and wild-looking eyes. To honor their dark \"god,\" they sleep in earthen graves hidden under covers made of sod and dead grass. Characters entering the circle who have a passive Wisdom ({@skill Perception}) score of 16 or higher notice the dozen covered graves scattered throughout the field. The druids and the berserkers rise from their graves and attack if anyone approaches or damages the statue, or if they are discovered and attacked.","The druids are waiting to begin a ritual to summon forth an enormous tree blight. Only one druid is needed to complete the ritual, but the druids won't begin without Strahd's blessing. Thus, they are waiting for him to appear. The ritual can't be completed if the statue is destroyed or the magic gem is removed.","If the characters discern or divine the gem's location with the aid of magic, they can try to dig the gem out of the statue's chest. Climbing up the statue is a simple matter, requiring no ability check, and a character within reach of the chest cavity can use an action to dig into it. Have that character's player roll a {@dice d20}: on a result of 13 or higher, the character unearths the gem and can take it as part of his or her action."]},{"type":"entries","name":"Development","page":198,"id":"67d","entries":["If the druids and the berserkers are killed, their numbers are replenished as others return from forays into the Svalich Woods. At the end of each day, at dusk, {@dice 1d4}−1 druids and {@dice 1d4}−1 berserkers arrive until there are six of each."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,15,y3.%20druids'%20circle,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">áreas Y3</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e </span></span><a data-vet-entry="{"type":"entries","name":"Y4. Gulthias Tree","page":198,"id":"67e","entries":[{"type":"insetReadaloud","id":"67f","entries":["At the south end of the hilltop is a sickly copse, a grove of dead trees and shrubs with a huge, misshapen tree at its core. Blood oozes like sap from its twisted trunk. Skulking around the tree are six gangly humanoid creatures covered with needles. Embedded in the tree is a shiny battleaxe, beneath which lies a humanoid skeleton."]},"The tree is a Gulthias tree (see the blights entry in the {@book Monster Manual|MM}), the roots of which extend deep beneath the hill. Lurking among the dead trees and shrubs are three {@creature Vine Blight||vine blights}, six {@creature Needle Blight||needle blights}, and twelve {@creature Twig Blight||twig blights}. The needle blights are plainly visible, but the False Appearance feature of the vine blights and the twig blights allows them to hide in plain sight. The blights attack anyone who harms the Gulthias tree, which has no actions or effective attacks of its own.","The Gulthias tree has AC 15, 250 hit points, and immunity to bludgeoning, piercing, and psychic damage. If it is reduced to 0 hit points, it seems to be destroyed but isn't truly dead; it regains 1 hit point every month until it is fully healed. With a successful DC 15 Intelligence ({@skill Nature}) check, a character can determine that the entire stump must be uprooted for the tree to truly die. The Gulthias tree withers and dies in {@dice 3d10} days if a {@spell hallow} spell is cast in its area.","The Gulthias tree creates blights from ordinary plants and is the only tree of its kind in Barovia. If the Gulthias tree is killed, no new blights can be created within Strahd's domain. Award the party 1,500 XP for destroying the Gulthias tree.","The skeleton lying at the base of the Gulthias tree is all that remains of a human adventurer who was killed by blights while trying to cut down the tree.",{"type":"entries","name":"Treasure","page":198,"id":"680","entries":["The dead adventurer's tattered leather armor isn't salvageable, but the axe embedded in the tree is a magic battleaxe. Its handle is carved with leaves and vines, and the weapon weighs half as much as a normal battleaxe. When the axe hits a plant, whether an ordinary plant or a plant creature, the target takes an extra {@dice 1d8} slashing damage. When a creature of non-good alignment wields the axe, it sprouts thorns whenever its wielder makes an attack with it. These thorns prick the wielder for 1 piercing damage after the attack is made, and this damage is considered magical."]},{"type":"entries","name":"Fortunes of Ravenloft","page":198,"id":"681","entries":["If your card reading reveals that a treasure is here, it's buried amid the roots of the Gulthias tree, beneath the skeleton of the dead adventurer. Characters who dig in the ground under the skeleton automatically find it."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,15,y4.%20gulthias%20tree,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Y4</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ). A parede de neblina ( </span></span><a data-vet-entry="{"type":"entries","name":"Y5. Wall of Fog","page":200,"id":"682","entries":["Yester Hill gets its name from a strange phenomenon that can be observed by anyone who looks into the mists from the hilltop or the western hillside:",{"type":"insetReadaloud","id":"683","entries":["As you look west into the curtain of fog, you see a white fortress on a hill above a great city. The city appears quite distant, maybe a mile away. The fog obscures all detail, but you can hear what sounds like the echo of a church bell."]},"The Dark Powers have created a false image of Strahd's ancestral home within the fog, just beyond reach. Strahd comes to the hill on occasion to gaze upon the city, even though he knows it can't be real. The image tantalizes him.","Any creature that enters the deadly fog is subject to its effects (see the \"{@area Mists of Ravenloft|0a3|x}\" section in chapter 2).","If the characters ask an NPC spellcaster about this part of the wall of fog, that person might relate an ancient legend about it. According to the mountain folk of Barovia, there was always a wall of mist near Yester Hill, even before the deadly mists entrapped all of Barovia. The ancient folk called the mist the Whispering Wall, for within it they could hear the whisper of voices from the past and the future. They believed that an ancient god gave up his divinity to preserve the world from destruction and that his last exhalation as a god produced this mist. Within it were all his memories of the world and all his visions of its possible futures, and with proper preparation, a seeker could go on a vision quest within it. Some students of the arcane contend that the Dark Powers took a bit of that fog and twisted it to create the mists of Barovia, and that perhaps Strahd's domain is just a dark memory in the Whispering Wall."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,15,y5.%20wall%20of%20fog,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área Y5</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) marca o limite do domínio de Strahd.</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="6" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">A2. Berserkers Cairns</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p197</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><a href="https://5e.tools/img/adventure/CoS/125-cos1401.jpg" rel="noopener noreferrer" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;" target="_blank" title="Versão do jogador">
<img alt="Versão do jogador" class="rd__image" height="405" src="https://5e.tools/img/adventure/CoS/125-cos1401.jpg" width="319" />
</a><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><a href="https://5e.tools/img/adventure/CoS/124-031.jpg" rel="noopener noreferrer" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;" target="_blank" title="Mapa 14.1: Yester Hill (Área Y)">
<img alt="Mapa 14.1: Yester Hill (Área Y)" class="rd__image" height="402" src="https://5e.tools/img/adventure/CoS/124-031.jpg" width="317" />
</a><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Trilhas
de terra correm ao longo de dois anéis concêntricos de marcos que
circundam a encosta. Cada marco é um monte de pedras pretas e viscosas
com três metros de altura.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esses
túmulos são anteriores à chegada de Strahd e dos druidas. Eles
permaneceram intactos durante séculos. Enterrados sob as rochas estão os
ossos mofados de uma antiga tribo de furiosos que viveu nas montanhas.
(Veja " </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Blood Spear of Kavan","page":200,"id":"688","entries":["The spirit of Kavan, a long-dead barbarian chieftain, reaches out to one of the characters, preferably a barbarian, a druid, or a ranger. Read the following text to that character's player:",{"type":"insetReadaloud","id":"689","entries":["You hear a whisper, a deep voice carried on the wind. \"Long have I waited,\" it says, \"for one who is worthy. My spear hungers for blood. Retrieve it, and rule these mountains in my stead, just like the mighty warriors from the early days of the Whispering Wall.\""]},"The character feels drawn to one of the cairns on the hillside (see {@area area Y2|677|x}). When the character approaches within 30 feet of it, the presence of Kavan's magic spear (see \"Treasure\" below) under the rocks is felt.",{"type":"entries","name":"Treasure","page":200,"id":"68a","entries":["The rocks of the cairn are heavy but can be rolled aside, revealing a {@item blood spear|CoS} (see {@adventure appendix C|CoS|20|{@item Blood Spear|CoS}}) lying amid Kavan's moldy bones. Any creature can wield the spear, but only the character chosen by Kavan to wield it gains a +2 bonus to attack and damage rolls made with this magic weapon."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,15,blood%20spear%20of%20kavan,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Lança de Sangue de Kavan</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> " na seção "Eventos Especiais" abaixo.)</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="7" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">A3. Círculo dos Druidas</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p197</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">No
topo da colina há um amplo anel de pedras pretas e pedras menores que,
coletivamente, formam uma parede improvisada que cerca um campo de grama
morta. Relâmpagos atingem a borda do anel de vez em quando, iluminando
uma estátua medonha de quinze metros de altura feita de galhos bem
entrelaçados e coberta de terra preta. A estátua lembra um homem
imponente, encapuzado e com presas.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
anel de pedras que circunda o campo tem 250 pés de diâmetro e varia de 5
a 10 pés de altura. Qualquer criatura que escalar as pedras negras tem </span></span><span style="font-size: medium;"><span class="roller render-roller" data-packed-dice="{"type":"dice","rollable":true,"displayText":"10 percent","toRoll":"1d100","successThresh":10}" title="Clique para rolar. SHIFT/CTRL para rolar duas vezes."><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">10%</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> de chance de ser atingida por um raio, sofrendo 44 ( </span></span><span class="roller render-roller" data-packed-dice="{"type":"dice","rollable":true,"toRoll":"8d10","displayText":"8d10"}" title="Clique para rolar. SHIFT/CTRL para rolar duas vezes."><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">8d10</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) de dano elétrico. Os personagens podem evitar o dano seguindo as duas trilhas que passam pelo ringue.</span></span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="8" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Estátua de madeira</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">pág. 198</span></span></span></span></span></h3></div><div class="rd__b rd__b--2" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A estátua gigante tem uma estranha semelhança com </span></span><span style="font-size: medium;"><a data-vet-hash="strahd%20von%20zarovich_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#strahd%20von%20zarovich_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Strahd von Zarovich</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . Uma inspeção cuidadosa revela raízes brotando do solo ao redor de sua base. Estas raízes fazem parte da árvore Gulthias na </span></span><a data-vet-entry="{"type":"entries","name":"Y4. Gulthias Tree","page":198,"id":"67e","entries":[{"type":"insetReadaloud","id":"67f","entries":["At the south end of the hilltop is a sickly copse, a grove of dead trees and shrubs with a huge, misshapen tree at its core. Blood oozes like sap from its twisted trunk. Skulking around the tree are six gangly humanoid creatures covered with needles. Embedded in the tree is a shiny battleaxe, beneath which lies a humanoid skeleton."]},"The tree is a Gulthias tree (see the blights entry in the {@book Monster Manual|MM}), the roots of which extend deep beneath the hill. Lurking among the dead trees and shrubs are three {@creature Vine Blight||vine blights}, six {@creature Needle Blight||needle blights}, and twelve {@creature Twig Blight||twig blights}. The needle blights are plainly visible, but the False Appearance feature of the vine blights and the twig blights allows them to hide in plain sight. The blights attack anyone who harms the Gulthias tree, which has no actions or effective attacks of its own.","The Gulthias tree has AC 15, 250 hit points, and immunity to bludgeoning, piercing, and psychic damage. If it is reduced to 0 hit points, it seems to be destroyed but isn't truly dead; it regains 1 hit point every month until it is fully healed. With a successful DC 15 Intelligence ({@skill Nature}) check, a character can determine that the entire stump must be uprooted for the tree to truly die. The Gulthias tree withers and dies in {@dice 3d10} days if a {@spell hallow} spell is cast in its area.","The Gulthias tree creates blights from ordinary plants and is the only tree of its kind in Barovia. If the Gulthias tree is killed, no new blights can be created within Strahd's domain. Award the party 1,500 XP for destroying the Gulthias tree.","The skeleton lying at the base of the Gulthias tree is all that remains of a human adventurer who was killed by blights while trying to cut down the tree.",{"type":"entries","name":"Treasure","page":198,"id":"680","entries":["The dead adventurer's tattered leather armor isn't salvageable, but the axe embedded in the tree is a magic battleaxe. Its handle is carved with leaves and vines, and the weapon weighs half as much as a normal battleaxe. When the axe hits a plant, whether an ordinary plant or a plant creature, the target takes an extra {@dice 1d8} slashing damage. When a creature of non-good alignment wields the axe, it sprouts thorns whenever its wielder makes an attack with it. These thorns prick the wielder for 1 piercing damage after the attack is made, and this damage is considered magical."]},{"type":"entries","name":"Fortunes of Ravenloft","page":198,"id":"681","entries":["If your card reading reveals that a treasure is here, it's buried amid the roots of the Gulthias tree, beneath the skeleton of the dead adventurer. Characters who dig in the ground under the skeleton automatically find it."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,15,y4.%20gulthias%20tree,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área Y4</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
. Eles envolvem a estátua, proporcionando maior suporte e durabilidade.
As raízes não apenas evitam que a estátua seja derrubada, mas também
permitem que a efígie sirva como um componente em um ritual para criar
uma praga na árvore (veja “ </span></span><a data-vet-entry="{"type":"entries","name":"Druids' Ritual","page":200,"id":"685","entries":["You can allow this event to unfold regardless of whether the characters have visited Yester Hill. Even if the characters don't experience this event as it happens, they can still deal with the aftermath (see \"{@area Wintersplinter Attacks|5cb|x}\" in the \"Special Events\" section in {@adventure chapter 12|CoS|13}).","{@creature Strahd von Zarovich|CoS|Strahd} travels to Yester Hill, arriving astride his {@creature nightmare}, {@creature Beucephalus|CoS} (assuming the characters didn't kill it in the catacombs of Castle Ravenloft), or in bat form.","Strahd's arrival prompts the druids in {@area area Y3|679|x} to rise from their \"graves\" and begin their ritual. When the ritual begins, the druids use their actions to chant and dance about. To complete the ritual, the druids must chant for 10 consecutive rounds, with at least one of them chanting each round. If a round goes by and none of the druids are able to chant on their turn, the ritual is ruined and must be started anew. If the Gulthias tree ({@area area Y4|67e|x}) has been reduced to 0 hit points, the ritual won't work. Druids who realize that the tree has been destroyed know enough not to attempt the ritual.","Strahd observes the proceedings, defending the druids if they are attacked and retreating if outmatched.",{"type":"entries","name":"Development","page":200,"id":"686","entries":["If the characters are present when the druids complete the ritual, read:",{"type":"insetReadaloud","id":"687","entries":["A thirty-foot-tall plant creature bursts out of the statue, sending twigs and earth flying. The creature resembles a dead treant with green light seeping out of it."]},"The creature that erupts from the wooden statue is a {@creature tree blight|CoS} (see {@area appendix D|76b|x}) that the druids call Wintersplinter. The green light comes from the magic gem embedded in its \"heart.\" The gem can be removed only when Wintersplinter is dead.","The druids command Wintersplinter to travel north and lay waste to the Wizard of Wines vineyard ({@area chapter 12|590|x}). Although the characters might not understand what the druids are up to, they will no doubt wonder where the druids are sending the tree blight. As Wintersplinter travels north, its destination should become clear to characters who have previously visited the winery and the vineyard. Whether they try to halt its advance is up to them.","Once the tree blight departs, Strahd commands the druids and berserkers to leave the hill so that he can be alone. As they flee into the woods, he gazes longingly at the image of his ancestral homeland to the west (see {@area area Y5|682|x})."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,15,druids'%20ritual,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Ritual dos Druidas</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
” na seção “Eventos Especiais” abaixo). Plantada no “coração” desta
efígie de madeira está uma joia mágica roubada do vinhedo Mágico dos
Vinhos ( </span></span><a href="https://5e.tools/adventure.html#CoS,13"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 12</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
estátua tem CA 10, 50 pontos de vida e imunidade a veneno e dano
psíquico. Se a estátua sofrer dano de fogo após ser respingada com óleo,
ela pegará fogo, sofrendo </span></span><span style="font-size: medium;"><span class="roller render-roller" data-packed-dice="{"type":"dice","rollable":true,"toRoll":"2d6","displayText":"2d6"}" title="Clique para rolar. SHIFT/CTRL para rolar duas vezes."><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">2d6</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
de dano de fogo a cada rodada. Se a estátua for reduzida a 0 pontos de
vida, ela desmorona e a gema mágica cai no campo, brilhando com uma luz
verde brilhante.</span></span></span></p></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="9" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Túmulos Escondidos</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">pág. 198</span></span></span></span></span></h3></div><div class="rd__b rd__b--2" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Escondidos em todo o campo dentro das pedras estão seis </span></span><span style="font-size: medium;"><a data-vet-hash="druid_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#druid_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">druidas</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (homens e mulheres humanos CE) e seis </span></span><a data-vet-hash="berserker_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#berserker_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">berserkers</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
(humanos e mulheres CE), todos descendentes da antiga tribo da montanha
cujos membros estão enterrados nesta colina e todos cobertos da cabeça
aos pés em azulado. -lama cinza. Eles têm cabelos longos e emaranhados e
olhos selvagens. Para honrar seu “deus” sombrio, eles dormem em
sepulturas de terra escondidas sob cobertas feitas de grama morta.
Personagens que entram no círculo e que possuem um valor de Sabedoria
passiva ( </span></span><span class="help help--hover" data-vet-hash="perception_phb" data-vet-is-faux-page="true" data-vet-page="skill" data-vet-source="PHB"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Percepção</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
) de 16 ou mais notam as dezenas de sepulturas cobertas espalhadas pelo
campo. Os druidas e os furiosos levantam-se de seus túmulos e atacam se
alguém se aproximar ou danificar a estátua, ou se forem descobertos e
atacados.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os
druidas estão esperando para iniciar um ritual para invocar uma enorme
praga nas árvores. Apenas um druida é necessário para completar o
ritual, mas os druidas não começarão sem a bênção de Strahd. Assim, eles
estão esperando que ele apareça. O ritual não pode ser concluído se a
estátua for destruída ou a gema mágica for removida.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se
os personagens discernirem ou adivinharem a localização da gema com a
ajuda de magia, eles podem tentar desenterrar a gema do baú da estátua.
Subir na estátua é uma questão simples, não exigindo nenhum teste de
habilidade, e um personagem ao alcance da cavidade torácica pode usar
uma ação para escavá-la. Faça o jogador daquele personagem rolar um </span></span><span style="font-size: medium;"><span class="roller render-roller" data-packed-dice="{"type":"dice","rollable":true,"toRoll":"d20","displayText":"d20"}" title="Clique para rolar. SHIFT/CTRL para rolar duas vezes."><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">d20</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> : com um resultado de 13 ou mais, o personagem desenterra a gema e pode pegá-la como parte de sua ação.</span></span></span></p></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="10" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Desenvolvimento</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">pág. 198</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se
os druidas e os furiosos forem mortos, seus números serão reabastecidos
à medida que outros retornam de incursões na Floresta Svalich. No final
de cada dia, ao anoitecer, </span></span><span style="font-size: medium;"><span class="roller render-roller" data-packed-dice="{"type":"dice","rollable":true,"toRoll":"1d4","displayText":"1d4"}" title="Clique para rolar. SHIFT/CTRL para rolar duas vezes."><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">1d4</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> −1 druidas e </span></span><span class="roller render-roller" data-packed-dice="{"type":"dice","rollable":true,"toRoll":"1d4","displayText":"1d4"}" title="Clique para rolar. SHIFT/CTRL para rolar duas vezes."><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">1d4</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> −1 furiosos chegam até que haja seis de cada.</span></span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="11" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">A4. Árvore de Gulthias</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">pág. 198</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">No
extremo sul do topo da colina há um bosque doentio, um bosque de
árvores mortas e arbustos com uma árvore enorme e disforme no centro. O
sangue escorre como seiva de seu tronco retorcido. Espreitando-se ao
redor da árvore estão seis criaturas humanóides desengonçadas cobertas
de agulhas. Embutido na árvore está um machado de batalha brilhante, sob
o qual está um esqueleto humanóide.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A árvore é uma árvore Gulthias (veja a entrada sobre pragas no </span></span><span style="font-size: medium;"><a href="https://5e.tools/book.html#MM"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Manual dos Monstros</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ), cujas raízes se estendem profundamente abaixo da colina. Espreitando entre as árvores e arbustos mortos estão três </span></span><a data-vet-hash="vine%20blight_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#vine%20blight_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">pragas de videiras</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , seis </span></span><a data-vet-hash="needle%20blight_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#needle%20blight_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">queimaduras de agulhas</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e doze </span></span><a data-vet-hash="twig%20blight_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#twig%20blight_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">queimaduras de galhos</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
. As manchas nas agulhas são claramente visíveis, mas a característica
de falsa aparência das pragas nas videiras e nos galhos permite que elas
se escondam à vista de todos. As pragas atacam qualquer um que machuque
a árvore Gulthias, que não possui ações ou ataques eficazes próprios.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
árvore Gulthias tem CA 15, 250 pontos de vida e imunidade a concussão,
perfuração e dano psíquico. Se for reduzido a 0 pontos de vida, parece
estar destruído, mas não está realmente morto; ele recupera 1 ponto de
vida todo mês até estar totalmente curado. Com um teste bem-sucedido de
Inteligência ( </span></span><span style="font-size: medium;"><span class="help help--hover" data-vet-hash="nature_phb" data-vet-is-faux-page="true" data-vet-page="skill" data-vet-source="PHB"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Natureza</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
) CD 15, um personagem pode determinar que todo o toco deve ser
arrancado para que a árvore realmente morra. A árvore Gulthias murcha e
morre em </span></span><span class="roller render-roller" data-packed-dice="{"type":"dice","rollable":true,"toRoll":"3d10","displayText":"3d10"}" title="Clique para rolar. SHIFT/CTRL para rolar duas vezes."><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">3d10</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> dias se um feitiço </span></span><a data-vet-hash="hallow_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#hallow_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">sagrado</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> for lançado em sua área.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
árvore Gulthias cria pragas em plantas comuns e é a única árvore desse
tipo na Baróvia. Se a árvore Gulthias for morta, nenhuma nova praga
poderá ser criada dentro do domínio de Strahd. Conceda ao grupo 1.500 XP
por destruir a árvore Gulthias.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
esqueleto na base da árvore Gulthias é tudo o que resta de um
aventureiro humano que foi morto por pragas enquanto tentava derrubar a
árvore.</span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="12" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Tesouro</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">pág. 198</span></span></span></span></span></h3></div><div class="rd__b rd__b--2" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
armadura de couro esfarrapada do aventureiro morto não pode ser
recuperada, mas o machado embutido na árvore é um machado de batalha
mágico. Seu cabo é esculpido com folhas e vinhas, e a arma pesa a metade
de um machado de batalha normal. Quando o machado atinge uma planta,
seja uma planta comum ou uma criatura vegetal, o alvo sofre </span></span><span style="font-size: medium;"><span class="roller render-roller" data-packed-dice="{"type":"dice","rollable":true,"toRoll":"1d8","displayText":"1d8"}" title="Clique para rolar. SHIFT/CTRL para rolar duas vezes."><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">1d8</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
de dano cortante extra. Quando uma criatura de tendência não boa
empunha o machado, ele brota espinhos sempre que seu portador faz um
ataque com ele. Esses espinhos picam o usuário causando 1 dano
perfurante após o ataque ser feito, e esse dano é considerado mágico.</span></span></span></p></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="13" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Fortunas de Ravenloft</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">pág. 198</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se
a leitura da sua carta revelar que um tesouro está aqui, ele está
enterrado entre as raízes da árvore Gulthias, sob o esqueleto do
aventureiro morto. Personagens que cavam no chão sob o esqueleto o
encontram automaticamente.</span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="14" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">A5. Parede de Nevoeiro</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p200</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Yester
Hill recebe o nome de um estranho fenômeno que pode ser observado por
qualquer pessoa que olhe para as névoas do topo da colina ou da encosta
oeste:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--0" style="text-align: justify;"><div class="rd__b rd__b--1"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Ao
olhar para oeste, em direção à cortina de neblina, você vê uma
fortaleza branca em uma colina acima de uma grande cidade. A cidade
parece bastante distante, talvez a um quilômetro de distância. A neblina
obscurece todos os detalhes, mas você pode ouvir o que parece ser o eco
do sino de uma igreja.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os
Poderes das Trevas criaram uma imagem falsa da casa ancestral de Strahd
dentro da névoa, fora do alcance. Strahd ocasionalmente vem à colina
para contemplar a cidade, mesmo sabendo que ela não pode ser real. A
imagem o atormenta.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Qualquer criatura que entre na névoa mortal está sujeita aos seus efeitos (veja a seção “ </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Mists of Ravenloft","page":23,"id":"0a3","entries":["A deadly fog surrounds the land of Barovia and engulfs any creature that tries to leave. Even flying creatures are subject to the fog's effects, which are as follows:",{"type":"list","items":["A creature that starts its turn in the fog must succeed on a DC 20 Constitution saving throw or gain one level of {@condition exhaustion} (see {@book appendix A|PHB|11} in the {@book Player's Handbook|PHB}). This {@condition exhaustion} can't be removed while the creature is in the fog.","No matter how far a creature travels in the fog, or in which direction it goes, it gets turned around so that it eventually finds itself back in Barovia.","The area within the fog is heavily obscured (see \"{@quickref Vision and Light|PHB|2||Vision and Light}\" in chapter 8 of the {@book Player's Handbook|PHB})."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,3,mists%20of%20ravenloft,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Névoas de Ravenloft</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ” no capítulo 2).</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se
os personagens perguntarem a um PdM conjurador sobre esta parte da
parede de neblina, essa pessoa poderá contar uma antiga lenda sobre ela.
De acordo com o povo da montanha da Baróvia, sempre houve uma parede de
névoa perto da Colina Yester, mesmo antes das névoas mortais
aprisionarem toda a Baróvia. Os povos antigos chamavam a névoa de Muro
dos Murmúrios, pois dentro dela podiam ouvir o sussurro de vozes do
passado e do futuro. Eles acreditavam que um deus antigo desistiu de sua
divindade para preservar o mundo da destruição e que sua última
exalação como deus produziu essa névoa. Dentro dele estavam todas as
suas memórias do mundo e todas as suas visões de seus possíveis futuros,
e com a preparação adequada, um buscador poderia partir em uma busca de
visão dentro dele. Alguns estudantes do arcano afirmam que os Poderes
das Trevas pegaram um pouco daquela névoa e a distorceram para criar as
névoas da Baróvia, e que talvez o domínio de Strahd seja apenas uma
memória sombria na Muralha dos Murmúrios.</span></span></p></div></div><hr class="rd__hr rd__hr--section" style="margin-left: 0px; margin-right: 0px; text-align: left;" /><div class="rd__b rd__b--0" style="text-align: justify;"><h1 class="rd__h rd__h--0" data-title-index="15" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Eventos especiais</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p200</span></span></span></span></span></h1></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Você pode usar um ou ambos os seguintes eventos especiais enquanto os personagens exploram Yester Hill.</span></span></p><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="16" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Ritual dos Druidas</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p200</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Você
pode permitir que este evento aconteça independentemente de os
personagens terem visitado Yester Hill. Mesmo que os personagens não
experimentem esse evento enquanto ele acontece, eles ainda podem lidar
com as consequências (veja “ </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Wintersplinter Attacks","page":180,"id":"5cb","entries":["If the characters leave the winery and return at a later time before dealing with Wintersplinter (see the \"{@area Druids' Ritual|685|x}\" section in chapter 14), the enormous {@creature tree blight|CoS} (see {@area appendix D|76b|x}) is sent from Yester Hill to ravage the vineyard and destroy the winery.","The characters arrive to find the grapevines trampled and the winery in ruins. Wintersplinter's tracks are clearly visible on the trail to the south. Characters who follow the tracks catch up with Wintersplinter as the blight slowly makes its way back to Yester Hill.","The Martikovs narrowly escape the carnage and flee to the Blue Water Inn in Vallaki ({@adventure chapter 5|CoS|6}, {@area area N2|333|x}). {@creature Davian Martikov|CoS} is crushed by the loss of the winery, and morale in Vallaki sinks to an all-time low as word of the winery's destruction spreads through town.",{"type":"entries","name":"Development","page":180,"id":"5cc","entries":["Three days after Wintersplinter's attack, {@creature Baba Lysaga|CoS} (see {@adventure chapter 10|CoS|11}, {@area area U3|55c|x}) dispatches the seven {@creature Scarecrow||scarecrows} from Berez and orders them to take up positions in the vineyard, to discourage the wereravens from returning. These scarecrows attack anyone who crosses the vineyard or approaches the ruined winery.",{"type":"image","href":{"type":"internal","path":"adventure/CoS/115-cos12-05.webp"},"width":1000,"height":723}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,13,wintersplinter%20attacks,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Ataques Wintersplinter</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ” na seção “Eventos Especiais” no </span></span><a href="https://5e.tools/adventure.html#CoS,13"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 12</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><a data-vet-hash="strahd%20von%20zarovich_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#strahd%20von%20zarovich_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Strahd</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> viaja para Yester Hill, chegando montado em seu </span></span><a data-vet-hash="nightmare_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#nightmare_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">pesadelo</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><a data-vet-hash="beucephalus_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#beucephalus_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Beucephalus</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (assumindo que os personagens não o mataram nas catacumbas do Castelo Ravenloft), ou em forma de morcego.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A chegada de Strahd faz com que os druidas da </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Y3. Druids' Circle","page":197,"id":"679","entries":[{"type":"insetReadaloud","id":"67a","entries":["Atop the hill is a wide ring of black boulders and smaller rocks that collectively form a makeshift wall enclosing a field of dead grass. Lightning strikes the edge of the ring from time to time, illuminating a ghastly, fifty-foot-tall statue made of tightly woven twigs and packed with black earth. The statue resembles a towering, cloaked man with fangs."]},"The ring of boulders that surrounds the field is 250 feet in diameter and ranges from 5 to 10 feet high. Any creature that climbs over the black boulders has a {@chance 10|10 percent} chance of being struck by lightning, taking 44 ({@dice 8d10}) lightning damage. Characters can avoid the damage by sticking to the two trails that pass through the ring.",{"type":"entries","name":"Wooden Statue","page":198,"id":"67b","entries":["The giant statue bears an eerie resemblance to {@creature Strahd von Zarovich|CoS}. Close inspection reveals roots sprouting from the ground around its base. These roots are part of the Gulthias tree in {@area area Y4|67e|x}. They wrap around the statue, providing added support and durability. The roots not only prevent the statue from being toppled but also allow the effigy to serve as a component in a ritual to create a tree blight (see \"{@area Druids' Ritual|685|x}\" in the \"Special Events\" section below). Planted in the \"heart\" of this wooden effigy is a magic gem stolen from the Wizard of Wines vineyard ({@adventure chapter 12|CoS|13}).","The statue has AC 10, 50 hit points, and immunity to poison and psychic damage. If the statue takes fire damage after being splashed with oil, it catches fire, taking {@dice 2d6} fire damage each round. If the statue is reduced to 0 hit points, it collapses, and the magic gem tumbles onto the field, glowing with a bright green light."]},{"type":"entries","name":"Hidden Graves","page":198,"id":"67c","entries":["Hidden throughout the field inside the boulders are six {@creature Druid||druids} (CE male and female humans) and six {@creature Berserker||berserkers} (CE male and female humans), all descendants of the ancient mountain tribe whose members are buried on this hill and all covered head to toe in bluish-gray mud. They have long, tangled hair and wild-looking eyes. To honor their dark \"god,\" they sleep in earthen graves hidden under covers made of sod and dead grass. Characters entering the circle who have a passive Wisdom ({@skill Perception}) score of 16 or higher notice the dozen covered graves scattered throughout the field. The druids and the berserkers rise from their graves and attack if anyone approaches or damages the statue, or if they are discovered and attacked.","The druids are waiting to begin a ritual to summon forth an enormous tree blight. Only one druid is needed to complete the ritual, but the druids won't begin without Strahd's blessing. Thus, they are waiting for him to appear. The ritual can't be completed if the statue is destroyed or the magic gem is removed.","If the characters discern or divine the gem's location with the aid of magic, they can try to dig the gem out of the statue's chest. Climbing up the statue is a simple matter, requiring no ability check, and a character within reach of the chest cavity can use an action to dig into it. Have that character's player roll a {@dice d20}: on a result of 13 or higher, the character unearths the gem and can take it as part of his or her action."]},{"type":"entries","name":"Development","page":198,"id":"67d","entries":["If the druids and the berserkers are killed, their numbers are replenished as others return from forays into the Svalich Woods. At the end of each day, at dusk, {@dice 1d4}−1 druids and {@dice 1d4}−1 berserkers arrive until there are six of each."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,15,y3.%20druids'%20circle,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área Y3</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
se levantem de seus “túmulos” e comecem seu ritual. Quando o ritual
começa, os druidas usam suas ações para cantar e dançar. Para completar o
ritual, os druidas devem cantar por 10 rodadas consecutivas, com pelo
menos um deles cantando a cada rodada. Se uma rodada passar e nenhum dos
druidas for capaz de cantar no seu turno, o ritual está arruinado e
deve ser reiniciado. Se a árvore Gulthias ( </span></span><a data-vet-entry="{"type":"entries","name":"Y4. Gulthias Tree","page":198,"id":"67e","entries":[{"type":"insetReadaloud","id":"67f","entries":["At the south end of the hilltop is a sickly copse, a grove of dead trees and shrubs with a huge, misshapen tree at its core. Blood oozes like sap from its twisted trunk. Skulking around the tree are six gangly humanoid creatures covered with needles. Embedded in the tree is a shiny battleaxe, beneath which lies a humanoid skeleton."]},"The tree is a Gulthias tree (see the blights entry in the {@book Monster Manual|MM}), the roots of which extend deep beneath the hill. Lurking among the dead trees and shrubs are three {@creature Vine Blight||vine blights}, six {@creature Needle Blight||needle blights}, and twelve {@creature Twig Blight||twig blights}. The needle blights are plainly visible, but the False Appearance feature of the vine blights and the twig blights allows them to hide in plain sight. The blights attack anyone who harms the Gulthias tree, which has no actions or effective attacks of its own.","The Gulthias tree has AC 15, 250 hit points, and immunity to bludgeoning, piercing, and psychic damage. If it is reduced to 0 hit points, it seems to be destroyed but isn't truly dead; it regains 1 hit point every month until it is fully healed. With a successful DC 15 Intelligence ({@skill Nature}) check, a character can determine that the entire stump must be uprooted for the tree to truly die. The Gulthias tree withers and dies in {@dice 3d10} days if a {@spell hallow} spell is cast in its area.","The Gulthias tree creates blights from ordinary plants and is the only tree of its kind in Barovia. If the Gulthias tree is killed, no new blights can be created within Strahd's domain. Award the party 1,500 XP for destroying the Gulthias tree.","The skeleton lying at the base of the Gulthias tree is all that remains of a human adventurer who was killed by blights while trying to cut down the tree.",{"type":"entries","name":"Treasure","page":198,"id":"680","entries":["The dead adventurer's tattered leather armor isn't salvageable, but the axe embedded in the tree is a magic battleaxe. Its handle is carved with leaves and vines, and the weapon weighs half as much as a normal battleaxe. When the axe hits a plant, whether an ordinary plant or a plant creature, the target takes an extra {@dice 1d8} slashing damage. When a creature of non-good alignment wields the axe, it sprouts thorns whenever its wielder makes an attack with it. These thorns prick the wielder for 1 piercing damage after the attack is made, and this damage is considered magical."]},{"type":"entries","name":"Fortunes of Ravenloft","page":198,"id":"681","entries":["If your card reading reveals that a treasure is here, it's buried amid the roots of the Gulthias tree, beneath the skeleton of the dead adventurer. Characters who dig in the ground under the skeleton automatically find it."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,15,y4.%20gulthias%20tree,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área Y4</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
) tiver sido reduzida a 0 pontos de vida, o ritual não funcionará. Os
druidas que percebem que a árvore foi destruída sabem o suficiente para
não tentar o ritual.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Strahd observa os procedimentos, defendendo os druidas se eles forem atacados e recuando se forem derrotados.</span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="17" data-title-relative-index="1"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Desenvolvimento</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p200</span></span></span></span></span></h3></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se os personagens estiverem presentes quando os druidas completarem o ritual, leia:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma
criatura vegetal de nove metros de altura irrompe da estátua, fazendo
voar galhos e terra. A criatura se assemelha a um ente morto com luz
verde vazando dele.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A criatura que irrompe da estátua de madeira é uma </span></span><span style="font-size: medium;"><a data-vet-hash="tree%20blight_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#tree%20blight_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">praga de árvore</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (veja </span></span><a data-vet-entry="{"type":"entries","name":"Blight, Tree","page":230,"id":"76b","entries":["Blights (as described in the {@book Monster Manual|MM}) are evil, ambulatory plant creatures, and a tree blight is a particularly enormous variety. It looks like a dead tree or treant, 30 feet tall, with spongy wooden flesh, thorny branches, and rubbery roots that trail behind it. It has blood for sap and is so saturated with blood that it doesn't catch fire easily.",{"type":"entries","id":"76c","entries":[{"type":"entries","name":"Vicious Carnivore","page":230,"id":"76d","entries":["A tree blight feeds on warm-blooded prey and takes perverse delight in causing carnage. It strikes with its heavy branches and crushes prey to death with its roots. It can open its gaping, tooth-filled mouth and bite a creature caught in its roots. The roots of a tree blight can be severed, though cutting them causes the blight no harm."]},{"type":"entries","name":"Blight Animosity","page":230,"id":"76e","entries":["A {@creature tree blight|CoS} will often fight alongside other kinds of blights, but it hates other tree blights and will attack them given the chance. Tree blights also hate treants, and the feeling is mutual."]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,21,blight%2c%20tree,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o apêndice D</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
) que os druidas chamam de Wintersplinter. A luz verde vem da gema
mágica embutida em seu “coração”. A gema só pode ser removida quando
Wintersplinter estiver morto.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os druidas ordenam que Wintersplinter viaje para o norte e destrua o vinhedo do Feiticeiro dos Vinhos ( </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"section","name":"Chapter 12: The Wizard of Wines","page":173,"id":"590","entries":["Wine is the lifeblood of the Barovian people. It is one of the only indulgences left to them. Without it, many Barovians would lose their last shred of hope and succumb to utter despair.","Although the Vistani often bring wine from distant lands, they share it infrequently. Thus, most of Barovia's wine comes from one source: the Wizard of Wines winery and vineyard.","The Wizard of Wines was founded by a mage whose name is buried in the annals of history. The wizard fashioned three magic gems, each one as big as a pinecone, and planted them in the rich valley soil. These \"seeds\" gave rise to healthy grapevines, which produced sweet, plump grapes. Even after Strahd's curse settled over Barovia, the gems kept the vines and their grapes from succumbing to the darkness.","Strahd bequeathed the winery and vineyard to the noble Krezkov family as a reward for the family's loyalty. Later, an arranged marriage between the Krezkovs and the Martikov family led to the land being taken over by a Martikov descendant. The winery and vineyard have been tended by the Martikovs ever since. At some point, the Martikov family became infected with widespread lycanthropy. The current patriarch, {@creature Davian Martikov|CoS}, is a wereraven, as are his children and grandchildren.",{"type":"image","href":{"type":"internal","path":"adventure/CoS/110-cos12-01.webp"},"width":1000,"height":1000},"The wereravens provide the wine to Barovian taverns for free, knowing the good it brings to the Barovian people.",{"type":"quote","entries":["Why, it is nothing to become an animal, for that is the true nature of every man. We are not meant to wear crowns and drink from goblets."],"by":"{@creature Strahd von Zarovich|CoS}"},"The winery is known for three wines: the unremarkable Purple Grapemash No. 3, the slightly more tantalizing Red Dragon Crush, and the rich Champagne du le Stomp. Ten years ago, one of the vineyard's magic gems was dug up and stolen, and as a result, the winery stopped producing its best vintage, the champagne. No one knows what happened to the gem. {@creature Davian Martikov|CoS} blames his middle son, Urwin (see {@adventure chapter 5|CoS|6}, {@area area N2|333|x}), for the loss because Urwin was on watch the night the gem was taken. Davian is convinced that Urwin shirked his duty to spend time with his betrothed, and the two men have been at odds ever since. To this day, Urwin steadfastly denies his father's accusation.","Adding to Davian's misery, the wereravens have been fending off frequent attacks by {@creature Baba Lysaga|CoS}'s scarecrow constructs. Three weeks ago, during one such attack, another gem was found, dug up, and taken. Davian believes that it is in the possession of {@creature Baba Lysaga|CoS} (see {@adventure chapter 10|CoS|11}, {@area area U3|55c|x}).","Davian's belief is correct. The gem was a lucky find for {@creature Baba Lysaga|CoS}, who had previously suspected that magic was the root of the vineyard's health but knew nothing of its source. Even after this great discovery, {@creature Baba Lysaga|CoS} continues to send her scarecrows against the winery, antagonizing the wereravens like a bad neighbor.","Five days ago, evil druids stole the third and final gem and bore it to Yester Hill ({@adventure chapter 14|CoS|15}). The wereravens launched a counterattack on Yester Hill, hoping to get it back, but to no avail. The druids and their blights proved more than a match for the lycanthropes.","Two days ago, the druids returned with a horde of blights and drove Davian's family from the winery. They've also poisoned the fermentation vats, leaving the winery with only a few bottles and barrels of drinkable wine.","Even if the characters succeed in helping the Martikovs reclaim the winery, wine production in the valley will eventually stop as the vineyard dies off. Only by recovering the magic gems and replanting them in the soil can the characters ensure that the Barovians aren't without wine to comfort them on dark, wretched nights.",{"type":"section","name":"Approaching the Vineyard","page":174,"id":"592","entries":["A branch of the Old Svalich Road leads to the vineyard. If the characters approach along this path, read:",{"type":"insetReadaloud","id":"593","entries":["After a half mile, the road becomes a muddy trail that meanders through the woods, descending gradually until the trees part, revealing a mist-shrouded meadow. The trail splits. One branch heads west into the valley, and the other leads south into dark woods. A wooden signpost at the intersection points west and reads, \"Vineyard.\""]},"If the characters head west on the trail toward the vineyard, read:",{"type":"insetReadaloud","id":"594","entries":["A light drizzle begins to fall. Unpainted fences blindly follow the trail, which skirts north of a sprawling vineyard before bending south toward a stately building. The fog takes on ghostly forms as it swirls between the neatly tended rows of grapevines. Here and there, you see rope-handled half-barrels used for hauling grapes. North of the trail is a large stand of trees. A man wearing a dark cloak and cowl stands at the edge of the trees, beckoning you."]},"The beckoning figure is one of nine {@creature Wereraven|VRGR|wereravens} (LG male and female humans) hiding in the grove north of the vineyard. If the characters ignore the cloaked figure and continue on to the winery, the wereravens keep their distance and wait to see what happens.",{"type":"entries","name":"The Martikov Family","page":174,"id":"595","entries":["If the characters head toward the cloaked figure, the other wereravens emerge from the stand of trees and greet them in human form. They wear dark leather rain cloaks and cowls.","One of them is the current owner of the winery and vineyard, {@creature Davian Martikov|CoS}, who is an old and suspicious man. Until he trusts the characters, he says nothing about the stolen gems but tells them that evil druids and blights have attacked the winery and forced his family to take refuge in the woods.","If the characters rid the winery of its invaders, Davian is grateful. Only then does he tell them that the vineyard's three magic \"seeds\" have been stolen. He describes them as gems the size and shape of pinecones, each one containing a glowing green light as bright as a torch. For the good of all Barovia, he urges the characters to travel to Berez ({@adventure area U|CoS|11}) and Yester Hill ({@adventure area Y|CoS|15}) to retrieve two of them. He has no idea what happened to the third gem.","Davian's group includes the following people:",{"type":"list","items":["Davian","Adrian, his eldest son","Elvir, his youngest son","Stefania, his adult daughter","Dag Tomescu, Stefania's husband"]},"All five are members of the Keepers of the Feather (see {@adventure chapter 5|CoS|6}, {@area area N2|333|x}). Also present are Stefania and Dag's four children: a teenage son named Claudiu, two young boys named Martin and Viggo, and a baby girl named Yolanda. The three youngest children are noncombatants; the boys are wereravens with 7 hit points each, and Yolanda is effectively a human with 1 hit point (she can't assume other forms yet).","If the characters come to the vineyard looking to obtain wine, Adrian can confirm that there are three barrels in the loading dock ({@area area W2|59b|x}), plus another three barrels and several wine bottles in the cellar ({@area area W14|5b5|x}). There is more wine still fermenting ({@area area W9|5a8|x})."]}]},{"type":"section","name":"Approaching the Winery","page":174,"id":"596","entries":["If the characters continue toward the winery, read:",{"type":"insetReadaloud","id":"597","entries":["Situated in the midst of the vineyard, the winery is an old, two-story stone building with multiple entrances, thick ivy covering every wall, and iron fencing along its roofline. The trail ends at an open loading dock on the ground floor.","A wooden stable of more recent construction is attached to the east side of the winery, next to the loading dock. West of the winery is a crumbling well and a wooden outhouse."]},"When the characters reach the winery, read:",{"type":"insetReadaloud","id":"598","entries":["You hear the rustle of dead vines all around you. Inhuman shapes emerge from the vineyard, their limbs cracking as they trudge forth through the mist and rain."]},"Thirty {@creature Needle Blight||needle blights} (in six groups of five) emerge from the surrounding vineyard and make their way toward the characters and the winery. The blights are 120 feet away when they first become visible, and they have a walking speed of 30 feet. Characters can either barricade themselves inside the winery, thus keeping the needle blights at bay, or stand and fight. If they stay outside and fight, druids and blights from inside the winery join the battle on the rounds shown below.",{"type":"table","colLabels":["Round","Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["3","1 {@creature druid} and 24 {@creature Twig Blight||twig blights} (from {@area area W9|5a8|x})"],["4","1 {@creature druid} and 5 {@creature Needle Blight||needle blights} (from {@area area W14|5b5|x})"],["5","1 {@creature druid} and 2 {@creature Vine Blight||vine blights} (from {@area area W20|5c5|x})"]]},"The druid lurking in {@area area W16|5bb|x} carries a {@item Gulthias staff|CoS} (see {@adventure appendix C|CoS|20|{@item Gulthias Staff|CoS}}). If the staff is destroyed, all blights within 300 feet of it instantly wither and die."]},{"type":"section","name":"Areas of the Winery","page":176,"id":"599","entries":["The following areas correspond to labels on the map of the winery below.",{"type":"gallery","images":[{"type":"image","href":{"type":"internal","path":"adventure/CoS/111-028.jpg"},"title":"Map 12.1: Wizard of Wines Winery (Area W)","width":2400,"height":3300,"mapRegions":[{"area":"5a4","points":[[371,652],[371,837],[497,837],[497,652]]},{"area":"5c5","points":[[623,452],[623,662],[763,662],[763,452]]},{"area":"5c3","points":[[769,449],[769,660],[1052,660],[1052,449]]},{"area":"5c1","points":[[1059,449],[1059,662],[1268,662],[1268,449]]},{"area":"5be","points":[[1275,450],[1275,660],[1483,660],[1483,450]]},{"area":"5bb","points":[[1492,451],[1492,808],[1775,808],[1775,451]]},{"area":"5b0","points":[[1489,949],[1489,1115],[1664,1115],[1664,949]]},{"area":"5ae","points":[[696,947],[696,1113],[526,1113],[526,947]]},{"area":"5a3","points":[[379,1450],[379,1621],[491,1621],[491,1450]]},{"area":"5a4","points":[[369,1669],[369,1851],[503,1851],[503,1669]]},{"area":"5a6","points":[[544,1749],[544,1903],[692,1903],[692,1749]]},{"area":"5a1","points":[[620,1469],[620,1744],[1117,1744],[1117,1469]]},{"area":"5a8","points":[[698,1753],[698,2040],[1481,2040],[1481,1753]]},{"area":"5ae","points":[[692,1965],[503,1965],[503,2135],[692,2135]]},{"area":"5ab","points":[[906,2048],[906,2197],[1280,2197],[1280,2048]]},{"area":"5b0","points":[[1487,1968],[1487,2134],[1654,2134],[1654,1968]]},{"area":"59b","points":[[1493,1817],[1779,1817],[1779,1454],[1493,1454]]},{"area":"59a","points":[[1786,1452],[1786,1682],[2071,1682],[2071,1452]]},{"area":"59f","points":[[1129,1466],[1129,1676],[1204,1676],[1204,1745],[1342,1745],[1342,1466]]},{"area":"59d","points":[[1346,1465],[1346,1745],[1480,1745],[1480,1465]]},{"area":"5ae","points":[[701,2840],[701,2998],[521,2998],[521,2840]]},{"area":"5b0","points":[[1486,2842],[1486,3003],[1650,3003],[1650,2842]]},{"area":"5b2","points":[[1428,2915],[1428,3064],[1104,3064],[1104,2915]]},{"area":"5b8","points":[[1054,2836],[1054,2604],[686,2604],[686,2552],[760,2512],[898,2468],[1076,2462],[1276,2492],[1417,2546],[1417,2603],[1126,2603],[1126,2836]]},{"area":"5b5","points":[[625,2630],[625,2830],[710,2830],[710,2900],[1477,2900],[1477,2832],[1555,2832],[1555,2629],[1135,2629],[1135,2848],[1043,2848],[1043,2630]]}],"imageType":"map","grid":{"type":"square","size":72,"offsetX":-22,"offsetY":25},"id":"6c0","hrefThumbnail":{"type":"internal","path":"adventure/CoS/thumbnail/111-028.webp"}},{"type":"image","href":{"type":"internal","path":"adventure/CoS/112-cos1201.jpg"},"title":"Player Version","width":2400,"height":3300,"imageType":"mapPlayer","grid":{"type":"square","size":72,"offsetX":-22,"offsetY":25},"mapParent":{"id":"6c0"}}]},{"type":"entries","name":"W1. Stables","page":176,"id":"59a","entries":["The Martikovs keep two {@creature Draft Horse||draft horses} here and use them to pull their wine wagon."]},{"type":"entries","name":"W2. Loading Dock","page":176,"id":"59b","entries":[{"type":"insetReadaloud","id":"59c","entries":["Parked in the loading dock is a wagon with three barrels set in braces on the bed. A raised wooden walkway runs along the west, south, and east walls. Through a hole in the ceiling you see the wooden arm of a loading crane with ropes and hooks dangling from it."]},"Wine barrels in the cellar ({@area area W14|5b5|x}) are rolled up a ramp ({@area area W12|5b0|x}) to the crane on the upper floor ({@area area W16|5bb|x}), then lowered into the wagon from above. Empty barrels are rolled off the back of the wagon and stored in {@area area W9|5a8|x}. The three barrels on the wagon hold Purple Grapemash No. 3.","The south door has been forced open and hangs ajar. It can't be closed properly until repaired, though it can be barricaded."]},{"type":"entries","name":"W3. Barrel Maker's Workshop","page":176,"id":"59d","entries":[{"type":"insetReadaloud","id":"59e","entries":["Strips of iron and wood lie in neat piles on the floor of this workshop, the walls of which are lined with tools. Two worktables stand against the east wall."]},"Wine barrels are made here. The north door is barred from the inside."]},{"type":"entries","name":"W4. Barrel Storage","page":176,"id":"59f","entries":[{"type":"insetReadaloud","id":"5a0","entries":["Rows of new barrels fill this room. A narrow stone staircase spirals upward in the southwest corner."]},"The room contains thirteen empty barrels."]},{"type":"entries","name":"W5. Veranda","page":176,"id":"5a1","entries":[{"type":"insetReadaloud","id":"5a2","entries":["Resting on a flagstone veranda are three five-foot-diameter wooden tubs, their insides stained with grape juice. Each tub has a short ladder bolted to its side and a catch basin tucked underneath.","At the back of the veranda is a large set of sliding wooden doors as well as a normal-sized wooden door. Stone pillars and arches support the upper floor above."]},"This veranda is where grapes from the vineyard are crushed into juice. The sliding wooden doors are chained shut from the inside, and the smaller door is barred shut from the inside. Breaking through either requires a successful DC 20 Strength check."]},{"type":"entries","name":"W6. Well","page":176,"id":"5a3","entries":["A ring of tight-fitting, moss-covered stones encloses this 40-foot-deep well."]},{"type":"entries","name":"W7. Outhouse","page":176,"id":"5a4","entries":[{"type":"insetReadaloud","id":"5a5","entries":["Sweet-smelling herbs hang from the eaves of this ramshackle wooden outhouse, which has a small crescent moon carved into its door."]},"The outhouse contains no surprises."]},{"type":"entries","name":"W8. Storage","page":176,"id":"5a6","entries":[{"type":"insetReadaloud","id":"5a7","entries":["Bare hooks line the walls of this storage room. Shelves to the south hold several pairs of stained wooden sandals with oversized soles. Both doors to this room hang open. The one to the west is fitted with iron brackets and leads outside into the rain. Lying on the floor next to it is a five-foot-long wooden beam."]},"Before fleeing the winery, the wereravens took the leather rain cloaks stored here, but they left behind the wooden sandals that they wear when crushing grapes on the veranda ({@area area W5|5a1|x}).","The wooden beam on the floor can be used to bar the outer door."]},{"type":"entries","name":"W9. Fermentation Vats","page":176,"id":"5a8","entries":[{"type":"insetReadaloud","id":"5a9","entries":["The rich smell of fermenting wine fills this large, two-story chamber, which is dominated by four enormous wooden casks, each one eight feet wide and twelve feet tall. A wooden staircase in the center of the room climbs to a ten-foot-high wooden balcony that clings to the south wall, which has four windows set into it at balcony level. Stacked against the wall underneath the balcony are old, empty barrels with \"The Wizard of Wines\" burned into their sides. The balcony climbs another five feet as it continues along the west and east walls, ending at doors leading to the winery's upper level. Underneath these side balconies are several doors, some of which hang open. Beneath the sloping roof stretch thick rafters, upon which scores of ravens have quietly gathered. They watch you with great interest."]},"Four {@creature Swarm of Ravens||swarms of ravens} perch on the rafters but don't attack the characters under any circumstances.","Unless they have been drawn outside, twenty-four {@creature Twig Blight||twig blights} and one {@creature druid} (NE female human) are also present. If they are here, read:",{"type":"insetReadaloud","id":"5aa","entries":["The balcony creaks, drawing your eye to a wild-looking figure hunched over the westernmost cask, pouring a flask of thick syrup into it. She wears a gown made of animal skins and a headdress with goat horns, and her hair is long and unkempt. Suddenly, you see something skittering across the floor. It looks like a tiny creature made of twigs. It moves from its hiding place under the stairs and disappears behind the easternmost cask."]},"The four containers are fermentation vats, where grape juice is mixed with other ingredients and turned into wine. The easternmost cask has split in the back, creating a 6-inch-wide, 6-foot-high opening through which the twig blights can pass. All twenty-four twig blights are hidden in the cask, ready to emerge and attack when commanded to do so. While inside the cask, they have total cover against attacks that originate outside the cask.",{"type":"image","href":{"type":"internal","path":"adventure/CoS/113-cos12-03.webp"},"title":"Twig Blight","width":703,"height":1000},"The druid is poisoning the fermentation vats. The three westernmost vats contain poisoned wine, enough to fill a total of twenty barrels. Drinking the poisoned wine has the same effect as drinking a {@item potion of poison}. Pouring antitoxin into a vat neutralizes the poison, but it also spoils the taste of the wine. Casting a {@spell purify food and drink} spell on a vat neutralizes the poison without spoiling the wine.","In addition to her animal skin gown and horned headdress, the druid wears necklaces of human teeth. If the characters attack the druid, she calls forth her twig blights. When that happens, the swarms of ravens descend from the rafters and begin attacking the blights. Each swarm tears apart one twig blight on each of its turns.","The sliding wooden doors along the north wall (leading to {@area area W5|5a1|x}) are chained shut from the inside. The key to the padlock can be found in the office ({@area area W20|5c5|x}).","The single door leading to area W5 is barred shut from the inside, as is the single door leading to {@area area W2|59b|x}."]},{"type":"entries","name":"W10. Glassblower's Workshop","page":177,"id":"5ab","entries":[{"type":"insetReadaloud","id":"5ac","entries":["A dirty window in the south wall allows dim light to enter this room. Wine bottles are manufactured here, as evidenced by the tools lying about, the wooden rack full of freshly blown glass bottles along the south wall, the hearth built into the southwest corner, and the barrel of sand standing next to it. A staircase descends underground, and between it and the rack of bottles stands a barred door."]},"The stairs lead down to {@area area W13|5b2|x}. The bottles stored in the rack don't have labels. The east door is barred from the inside.",{"type":"entries","name":"Fortunes of Ravenloft","page":177,"id":"5ad","entries":["If your card reading reveals that a treasure is here, it's buried in the barrel of sand. Emptying the barrel or digging through the sand reveals the treasure without the need for a check."]}]},{"type":"entries","name":"W11. Spiral Staircase","page":177,"id":"5ae","entries":[{"type":"insetReadaloud","id":"5af","entries":["This turret contains a stone spiral staircase. Windows in the outer wall allow light to enter."]},"The stairs connect all three levels of the winery."]},{"type":"entries","name":"W12. Ramp","page":177,"id":"5b0","entries":[{"type":"insetReadaloud","id":"5b1","entries":["This turret has a sloping, wooden floor that spirals from the cellar to the upper levels. Scratch marks suggest that barrels are rolled up and down the ramp on a routine basis."]},"The spiraling ramp connects all three levels of the winery. The evil druids who have taken over the winery use this ramp to move between levels."]},{"type":"entries","name":"W13. Back Staircase","page":178,"id":"5b2","entries":[{"type":"insetReadaloud","id":"5b3","entries":["Thick moss covers the walls of this underground staircase. At the foot of the steps is a landing with an arched wooden door set into the north wall."]},"This staircase connects {@area areas W10|5ab|x} and W14."]},{"type":"entries","name":"W14. Wine Cellar","page":178,"id":"5b5","entries":["In the winery's heyday, the wine cellar was packed with barrels awaiting shipment, but those days are long gone.",{"type":"insetReadaloud","id":"5b6","entries":["Wooden pillars and beams support the ten-foot-high ceiling of this ice-cold cellar, which is split in two by a five-foot-thick brick wall. A thin mist covers the floor. Each half of the cellar features an eight-foot tall wooden partition that doubles as a wine rack. The western rack stands empty, but the eastern one is half filled with wine bottles."]},"Unless they have been drawn outside, five {@creature Needle Blight||needle blights} and one {@creature druid} (NE male human) lurk in the eastern portion of the cellar. If they are here when the characters enter that part of the cellar, read:",{"type":"insetReadaloud","id":"5b7","entries":["Something moves behind the eastern wine rack. Through the holes, you glimpse a half dozen humanoid figures, one with a full rack of antlers. You hear a gravelly voice mutter the words of a spell."]},"On his first turn, from behind the wine rack, the druid casts a {@spell thunderwave} spell, which shatters {@dice 1d20 + 10} of the wine bottles as it resounds throughout the cellar. The druid then orders the needle blights to attack.","The cellar gets markedly colder the closer one gets to the north wall. Against that wall in the eastern portion of the cellar rest three frosty barrels containing Purple Grapemash No. 3, a fact that is emblazoned on each barrel's side. A single bottle of Purple Grapemash No. 3 lies on the flagstone floor in the western half of the cellar.","The wine rack in the eastern half of the cellar holds forty bottles, the labels of which show that the wine is the winery's Red Dragon Crush.","A secret door between the two halves of the wine cellar can be pushed open to reveal a freezing cold passageway (area W15)."]},{"type":"entries","name":"W15. Brown Mold","page":178,"id":"5b8","entries":["If the characters open the secret door, read:",{"type":"insetReadaloud","id":"5b9","entries":["It takes some effort to push open the secret door, and you are greeted by a blast of cold air. A dark tunnel stretches for fifteen feet, ending at an archway beyond which lies a shallow cave."]},"Characters who have a light source can see brown mold covering the walls, floor, and ceiling around the archway and the cave beyond. Growing throughout this area, keeping the wine cellar cool, are ten patches of {@hazard brown mold} (see \"{@book Dungeon Hazards|DMG|5|Dungeon Hazards}\" in chapter 5, \"Adventure Environments,\" of the {@book Dungeon Master's Guide|DMG}). The characters are safe from the mold as long as they keep their distance."]},{"type":"entries","name":"W16. Loading Winch","page":178,"id":"5bb","entries":[{"type":"insetReadaloud","id":"5bc","entries":["This room has a wooden floor with a ten-foot-square hole cut into the middle of it. Looming over the hole is a wooden winch. Perched atop it is a man with wild hair, rotted teeth, and skin painted red with blood. He waves a gnarled staff made from a black branch and babbles at you."]},"The man is a {@creature druid} (NE male human) who fights only if cornered. Otherwise, he tries to flee by dropping onto the wagon in the loading dock ({@area area W2|59b|x}). He then looks for a place in the winery to hide. A character who understands Druidic can translate the his words: \"Nature bows to my every whim, for I have the vampire's staff!\"","A secret door in the north corner of the west wall can be pulled open to reveal a bedroom (area W17).",{"type":"entries","name":"Treasure","page":178,"id":"5bd","entries":["The druid wields a {@item Gulthias staff|CoS} (see {@adventure appendix C|CoS|20|{@item Gulthias Staff|CoS}}), which can be used to destroy the blights in the winery."]}]},{"type":"entries","name":"W17. Master Bedroom","page":178,"id":"5be","entries":["This bedroom normally belongs to {@creature Davian Martikov|CoS} but is currently being used by his daughter, Stefania, and son-in-law, Dag, while they raise their baby daughter.",{"type":"insetReadaloud","id":"5bf","entries":["This room contains a four-poster bed, its headboard carved in the likeness of a giant raven. A soft black rug covers the floor between the bed and the door. In the corners of the south wall stand two slender wardrobes with a tapestry of a church hanging on the wall between them. Beneath the tapestry sits a handsomely carved rocking cradle. To the north, under a window, is a plain desk and chair. Other furnishings include a wooden chest and a freestanding mirror in a wooden frame."]},{"type":"image","href":{"type":"internal","path":"adventure/CoS/114-cos12-04.webp"},"title":"{@creature Davian Martikov|CoS}","width":645,"height":1000},"One of the wardrobes contains Stefania's clothes, and the other contains Dag's. The desk holds manifests recording wine shipments for the past century. A cursory examination of recent records reveals that almost all shipments are made to the following locations:",{"type":"list","items":["\"BV\" (the Blood o' the Vine tavern in the village of Barovia)","\"BW\" (the Blue Water Inn in the town of Vallaki)","\"K\" (Krezk)","\"VISTANI\""]},"Characters who check the oldest records also find entries for \"S\" (Strahd).","The wooden chest is locked, and the key is hidden in a compartment in one of the bedposts. A character who searches the bed notices that a knob on one of the bedposts is loose and can be removed, revealing the compartment inside. The contents of the chest are described in the \"Treasure\" section below.","A secret door in the north corner of the east wall can be pushed open to gain access to the loading winch (area W16).",{"type":"entries","name":"Treasure","page":179,"id":"5c0","entries":["Inside the chest are 50 gp, 270 ep (each electrum coin stamped with the profiled visage of {@creature Strahd von Zarovich|CoS}), and 350 sp. A secret compartment in the lid can be found with a successful DC 15 Wisdom ({@skill Perception}) check. It holds a gold locket (worth 25 gp) containing a painted portrait of a beautiful woman (Davian's deceased wife, Angelika), as well as a pouch containing five 50 gp gemstones."]}]},{"type":"entries","name":"W18. Kitchen and Dining Room","page":179,"id":"5c1","entries":[{"type":"insetReadaloud","id":"5c2","entries":["This room contains a rectangular table surrounded by eight chairs, an L-shaped cupboard, and a floor-to-ceiling closet pantry. Next to the pantry is a small iron stove."]},"The cupboard holds dishware and eating utensils. The pantry holds cooking ingredients and the winery's stores."]},{"type":"entries","name":"W19. Sleeping Quarters","page":179,"id":"5c3","entries":[{"type":"insetReadaloud","id":"5c4","entries":["Two pairs of bunk beds occupy this room. Against the west wall rest four identical footlockers."]},"Davian, Adrian, and Elvir sleep in the westernmost room. Claudiu and his two younger brothers sleep in the easternmost room, where a few toys are scattered about. One of the toys seems to resemble a child's wooden rocking horse, except that the horse is black with wild eyes and has painted orange flames where its mane, tail, and hooves should be. Carved into the wooden nightmare is the name \"{@creature Beucephalus|CoS}\" and, in smaller lettering, the slogan \"Is No Fun, Is No Blinsky!\"","The footlockers contain clothing and personal belongings, but nothing of value."]},{"type":"entries","name":"W20. Printing Press","page":179,"id":"5c5","entries":["The door to this room hangs open.",{"type":"insetReadaloud","id":"5c6","entries":["In this chamber are a desk, a chair, a tall wooden cabinet, and a strange contraption that takes up most of the northern end of the room."]},"Two {@creature Vine Blight||vine blights} and one {@creature druid} (NE female human) are in the room unless they have been drawn elsewhere, If they are here, read:",{"type":"insetReadaloud","id":"5c7","entries":["Three creatures are here. One appears human but is so caked with dirt and mud that it's hard to know for sure. Her hair is full of twigs, and her face is hidden behind a veil of moss. She is rooting through the contents of the cabinet and haphazardly tossing them onto the floor. Behind her stand two creatures made entirely of dead vines."]},"The druid and the vine blights fight to the death.","Inside the cabinet is a key hanging on a loop of twine. The key unlocks the padlock on the sliding doors between the veranda ({@area area W5|5a1|x}) and the fermentation vats ({@area area W9|5a8|x}).","The contraption standing near the north wall is a printing press, which {@creature Davian Martikov|CoS} uses to make wine bottle labels. The ink is made from wine and stored in bottles in the cabinet, along with pieces of parchment and jars of glue."]}]},{"type":"section","name":"Special Events","page":179,"id":"5c8","entries":["You can use one or both of the following special events after the characters have rid the winery of its current menace.",{"type":"entries","name":"Wine Delivery","page":180,"id":"5c9","entries":["After restoring the Martikovs to their rightful positions, the characters might ask them to deliver wine to the Blue Water Inn ({@adventure chapter 5|CoS|6}, {@area area N2|333|x}), the Vistani in the camp outside Vallaki ({@adventure chapter 5|CoS|6}, {@area area N9|3e8|x}), or the burgomaster of Krezk ({@adventure chapter 8|CoS|9}, {@area area S2|4c0|x}). A grateful Davian sets his sons to the task immediately. Adrian Martikov brings the three remaining wine barrels up from the cellar and sets them on the wagon while Elvir Martikov secures the horses. Adrian and Elvir make the delivery themselves, but they welcome the party's escort. If the characters don't volunteer for guard duty, {@creature Davian Martikov|CoS} suggests they go along with the wine wagon to ensure its safety.","If the characters escort the wagon, check for a {@area random encounter|0ba|x} once for each mile traveled. The wagon is also watched over by two {@creature Swarm of Ravens||swarms of ravens} that swoop down to attack anything that threatens the wagon or the characters.",{"type":"entries","name":"Development","page":180,"id":"5ca","entries":["The characters can trade the six barrels of wine for a much-needed treasure in the possession of the Keepers of the Feather or the Vistani (see {@adventure chapter 5|CoS|6}, {@area areas N2q|35a|x} and {@area N9i|402|x}), or they can use it to buy their way into the walled village of Krezk ({@adventure chapter 8|CoS|9})."]}]},{"type":"entries","name":"Wintersplinter Attacks","page":180,"id":"5cb","entries":["If the characters leave the winery and return at a later time before dealing with Wintersplinter (see the \"{@area Druids' Ritual|685|x}\" section in chapter 14), the enormous {@creature tree blight|CoS} (see {@area appendix D|76b|x}) is sent from Yester Hill to ravage the vineyard and destroy the winery.","The characters arrive to find the grapevines trampled and the winery in ruins. Wintersplinter's tracks are clearly visible on the trail to the south. Characters who follow the tracks catch up with Wintersplinter as the blight slowly makes its way back to Yester Hill.","The Martikovs narrowly escape the carnage and flee to the Blue Water Inn in Vallaki ({@adventure chapter 5|CoS|6}, {@area area N2|333|x}). {@creature Davian Martikov|CoS} is crushed by the loss of the winery, and morale in Vallaki sinks to an all-time low as word of the winery's destruction spreads through town.",{"type":"entries","name":"Development","page":180,"id":"5cc","entries":["Three days after Wintersplinter's attack, {@creature Baba Lysaga|CoS} (see {@adventure chapter 10|CoS|11}, {@area area U3|55c|x}) dispatches the seven {@creature Scarecrow||scarecrows} from Berez and orders them to take up positions in the vineyard, to discourage the wereravens from returning. These scarecrows attack anyone who crosses the vineyard or approaches the ruined winery.",{"type":"image","href":{"type":"internal","path":"adventure/CoS/115-cos12-05.webp"},"width":1000,"height":723}]}]}]}],"__prop":"data"}" data-vet-opts="{"isLargeBookContent":true,"depth":-1}" href="https://5e.tools/adventure.html#cos,13,chapter%2012%3a%20the%20wizard%20of%20wines,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 12</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
). Embora os personagens possam não entender o que os druidas estão
fazendo, eles sem dúvida se perguntarão para onde os druidas estão
enviando a praga das árvores. À medida que Wintersplinter viaja para o
norte, seu destino deve ficar claro para os personagens que já visitaram
a vinícola e o vinhedo. Cabe a eles decidir se tentarão deter o seu
avanço.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Assim
que a praga das árvores passa, Strahd ordena aos druidas e furiosos que
deixem a colina para que ele possa ficar sozinho. Enquanto eles fogem
para a floresta, ele olha ansiosamente para a imagem de sua terra natal
ancestral a oeste (ver </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Y5. Wall of Fog","page":200,"id":"682","entries":["Yester Hill gets its name from a strange phenomenon that can be observed by anyone who looks into the mists from the hilltop or the western hillside:",{"type":"insetReadaloud","id":"683","entries":["As you look west into the curtain of fog, you see a white fortress on a hill above a great city. The city appears quite distant, maybe a mile away. The fog obscures all detail, but you can hear what sounds like the echo of a church bell."]},"The Dark Powers have created a false image of Strahd's ancestral home within the fog, just beyond reach. Strahd comes to the hill on occasion to gaze upon the city, even though he knows it can't be real. The image tantalizes him.","Any creature that enters the deadly fog is subject to its effects (see the \"{@area Mists of Ravenloft|0a3|x}\" section in chapter 2).","If the characters ask an NPC spellcaster about this part of the wall of fog, that person might relate an ancient legend about it. According to the mountain folk of Barovia, there was always a wall of mist near Yester Hill, even before the deadly mists entrapped all of Barovia. The ancient folk called the mist the Whispering Wall, for within it they could hear the whisper of voices from the past and the future. They believed that an ancient god gave up his divinity to preserve the world from destruction and that his last exhalation as a god produced this mist. Within it were all his memories of the world and all his visions of its possible futures, and with proper preparation, a seeker could go on a vision quest within it. Some students of the arcane contend that the Dark Powers took a bit of that fog and twisted it to create the mists of Barovia, and that perhaps Strahd's domain is just a dark memory in the Whispering Wall."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,15,y5.%20wall%20of%20fog,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área Y5</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="18" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Lança de Sangue de Kavan</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p200</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
espírito de Kavan, um chefe bárbaro falecido há muito tempo, alcança um
dos personagens, de preferência um bárbaro, um druida ou um ranger.
Leia o seguinte texto para o jogador daquele personagem:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Você
ouve um sussurro, uma voz profunda carregada pelo vento. "Há muito
tempo que espero", diz, "por alguém que seja digno. Minha lança tem fome
de sangue. Recupere-a e governe estas montanhas em meu lugar, assim
como os poderosos guerreiros dos primeiros dias da Muralha dos
Murmúrios."</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O personagem se sente atraído por um dos montes de pedras na encosta (veja </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Y2. Berserker Cairns","page":197,"id":"677","entries":[{"type":"insetReadaloud","id":"678","entries":["Dirt trails run along two concentric rings of cairns that encircle the hillside. Each cairn is a ten-foot-high mound of slimy black rocks."]},"These burial mounds predate the arrival of Strahd and the druids. They have remained undisturbed for centuries. Buried under the rocks are the moldy bones of an ancient tribe of berserkers that once lived in the mountains. (See \"{@area Blood Spear of Kavan|688|x}\" in the \"Special Events\" section below.)"]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,15,y2.%20berserker%20cairns,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">a área Y2</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
). Quando o personagem se aproxima a até 9 metros dele, a presença da
lança mágica de Kavan (veja “Tesouro” abaixo) sob as rochas é sentida.</span></span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="19" data-title-relative-index="1"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Tesouro</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p200</span></span></span></span></span></h3></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As rochas do monte de pedras são pesadas, mas podem ser roladas para o lado, revelando uma </span></span><span style="font-size: medium;"><a data-vet-hash="blood%20spear_cos" data-vet-page="items.html" data-vet-source="CoS" href="https://5e.tools/items.html#blood%20spear_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">lança de sangue</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (ver </span></span><a href="https://5e.tools/adventure.html#CoS,20,%7b%40item%20blood%20spear%7ccos%7d,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">apêndice C</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
) entre os ossos mofados de Kavan. Qualquer criatura pode empunhar a
lança, mas apenas o personagem escolhido por Kavan para empunhá-la ganha
+2 de bônus nas jogadas de ataque e dano feitas com esta arma mágica.</span></span></span></p><span style="font-size: medium;"><script src="moz-extension://bc13062b-f7c1-4af4-b79f-2ba1c15249cb/js/app.js" type="text/javascript"></script></span>Jfjuniorhttp://www.blogger.com/profile/06489839029081384326noreply@blogger.com0tag:blogger.com,1999:blog-1888798435178792165.post-22458437130173339472024-02-20T20:49:00.002-03:002024-02-20T20:49:00.133-03:00A maldição de Strahd Capítulo XIII: O Templo de Âmbar <p style="text-align: justify;"><span style="font-size: medium;"><a href="https://5e.tools/img/adventure/CoS/116-cos13-01.webp" rel="noopener noreferrer" target="_blank">
<img class="rd__image" height="672" src="https://5e.tools/img/adventure/CoS/116-cos13-01.webp" width="672" /> </a></span><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma
sociedade secreta de bruxos de boa linhagem construiu o Templo de Âmbar
nas Montanhas Balinok há mais de dois mil anos. Eles precisavam de um
cofre para conter os vestígios malignos (restos de entidades mortas e
malévolas) que capturaram e o tesouro de conhecimento proibido que
acumularam. Eles dedicaram o templo a um deus dos segredos, em quem
confiavam para mantê-lo escondido do resto do mundo até o fim dos
tempos. Infelizmente para os magos, mesmo a vontade de um deus não
conseguiu impedir que outras criaturas malignas descobrissem a
localização do templo. Os magos foram forçados a proteger o templo, para
evitar que seus segredos caíssem em mãos vilãs. As forças do mal que
estavam aprisionadas dentro do templo eventualmente corromperam os
magos, virando-os uns contra os outros.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os magos já estavam mortos quando um arquimago maligno chamado </span></span><span style="font-size: medium;"><a data-vet-hash="exethanter_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#exethanter_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Exethanter</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
chegou ao templo. Ele violou as proteções do templo, falou com um
vestígio preso em âmbar e descobriu o segredo para se tornar um lich.
Após sua transformação, o lich </span></span><a data-vet-hash="exethanter_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#exethanter_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Exethanter</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> assumiu o controle do templo e transformou os crânios de seus defensores anteriores em crânios flamejantes sob seu comando. </span></span><a data-vet-hash="exethanter_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#exethanter_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Exethanter</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
então assumiu a responsabilidade de zelar pelo templo, não para
acumular seus segredos malignos, mas para compartilhá-los abertamente.
Enquanto isso, os males dentro do templo alimentavam-se uns dos outros,
crescendo em poder.</span></span></span></p><div class="rd__b-special rd__b-inset " style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset" data-title-index="2" data-title-relative-index="0"><h4 class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Frio extremo</span></span></h4></span></span></div><div class="rd__b-special rd__b-inset " style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
Templo de Âmbar é um lugar frio e escuro escavado na encosta nevada do
Monte Ghakis. A temperatura em todo o complexo é de -10 graus Fahrenheit
(-23 graus Celsius). Personagens que não possuem fontes de calor,
equipamentos para clima frio ou magia para protegê-los estão sujeitos
aos efeitos do frio extremo, conforme descrito na seção “ </span></span><span style="font-size: medium;"><a href="https://5e.tools/book.html#DMG,5,weather,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Clima</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ” no capítulo 5, “Ambientes de Aventura”, do </span></span><a href="https://5e.tools/book.html#DMG"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Guia do Mestre</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . Se </span></span><a data-vet-hash="kasimir%20velikov_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#kasimir%20velikov_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Kasimir Velikov</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (ver </span></span><a href="https://5e.tools/adventure.html#CoS,6"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 5</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><a data-vet-entry="{"type":"entries","name":"N9a. Kasimir's Hovel","page":121,"id":"3ed","entries":["If the characters approach the house at the base of the hill on the eastern perimeter of the camp, read the following text:",{"type":"insetReadaloud","id":"3ee","entries":["Standing quietly in front of this house, bathed in the warm light of its lanterns, are three sullen, gray-cloaked figures, their angular features and black, flowing hair half-hidden under their cowls."]},"The cloaked figures are three {@creature Guard||guards} (N male dusk elves). If the characters seem friendly and are looking for someone to talk to, the guards direct them inside to Kasimir or point them toward the Vistani camp on the hilltop.","{@creature Kasimir Velikov|CoS} (see {@area appendix D|786|x}) is the leader of the dusk elves. His hovel has a decorated vestibule and a comfortable room beyond with a fireplace. Wooden statuettes of elven deities stand in cubbyholes along one wall. A tapestry of a forest hangs on the opposite wall.","Kasimir confesses that he is burdened by dreams sent to him by his dead sister, {@creature Patrina Velikovna|CoS}, whose spirit has languished in the catacombs below Castle Ravenloft for centuries. Kasimir believes that Patrina has repented for her many sins, and he yearns not only to free her but also to restore her to life.","If the characters seem intent on destroying Strahd, Kasimir tells them about the Amber Temple. Without divulging too much of the dreams sent to him by Patrina, Kasimir informs the characters that the secret to breaking Strahd's pact and freeing Barovia from its curse might be hidden there. Kasimir doesn't know whether this claim is true or not, but he states it as a way of persuading the characters to accompany him to the temple; his main objective, he says, is to find something there that he can use to bring Patrina back from the dead.",{"type":"entries","name":"Treasure","page":121,"id":"3ef","entries":["Kasimir wears a {@item ring of warmth} and has a leather-bound spellbook containing all the spells he has prepared (see {@area appendix D|786|x}) plus the following spells: {@spell arcane lock}, {@spell comprehend languages}, {@spell hold person}, {@spell identify}, {@spell locate object}, {@spell nondetection}, {@spell polymorph}, {@spell protection from evil and good}, and {@spell wall of stone}."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":1}" href="https://5e.tools/adventure.html#cos,6,n9a.%20kasimir's%20hovel,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área N9a</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) estiver com o grupo, seu </span></span><a data-vet-hash="ring%20of%20warmth_dmg" data-vet-page="items.html" data-vet-source="DMG" href="https://5e.tools/items.html#ring%20of%20warmth_dmg"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">anel de calor</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> o protege dos efeitos do frio extremo.</span></span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Quando Strahd veio ao templo em busca da imortalidade, </span></span><span style="font-size: medium;"><a data-vet-hash="exethanter_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#exethanter_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Exethanter</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
sentiu que ele era um homem com destino. Os poderes malignos no templo
sentiram algo muito mais forte: uma escuridão que eclipsou a sua
própria. Strahd comungou com esses vestígios malignos e firmou um pacto
com eles. Mais tarde, quando Strahd assassinou seu irmão Sergei, esse
pacto foi selado com sangue. Strahd se transformou em um vampiro, e os
Poderes das Trevas transformaram sua terra em uma prisão.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Strahd
voltou ao templo várias vezes para aprender novas magias e encontrar um
meio de escapar de seu destino, mas os Poderes das Trevas não têm
intenção de entregá-lo. Os últimos anos têm sido difíceis para </span></span><span style="font-size: medium;"><a data-vet-hash="exethanter_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#exethanter_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o Exethanter</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
, cujo corpo e mente estão desmoronando. O lich ficou fraco e
esquecido. Ele não se lembra mais de seu nome ou de seus feitiços. Ele
sabe apenas que os Poderes das Trevas que criaram o domínio de Strahd
nasceram no templo e que essas entidades se alimentam do mal que Strahd
representa. Strahd é a escuridão que os sustenta.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Personagens
que visitam o templo podem sentir a presença de um grande mal. Os
vestígios sombrios aprisionados no templo tentarão corrompê-los,
oferecendo-lhes segredos e presentes em troca de um gostinho do mal que
se esconde em seus verdadeiros corações.</span></span></p><div class="rd__quote" style="text-align: justify;"><p class="rd__quote-line rd__quote-line--last"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">“ </span></span><span style="font-size: medium;"><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Eu não seria chamado de 'morte' tão cedo. Fiz um pacto com a morte, um pacto de sangue.</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ”</span></span></span></p><p><span style="font-size: medium;"><span class="rd__quote-by"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">- Tomo de Strahd</span></span></span></span></p></div><hr class="rd__hr rd__hr--section" style="margin-left: 0px; margin-right: 0px; text-align: left;" /><div class="rd__b rd__b--0" style="text-align: justify;"><h1 class="rd__h rd__h--0" data-title-index="3" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Áreas do Templo</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p183</span></span></span></span></span></h1></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As áreas a seguir correspondem aos rótulos nos mapas do Templo de Âmbar abaixo.</span></span></p><div class="rd__wrp-gallery" style="text-align: justify;"><div class="rd__wrp-gallery-image"><div class="rd__wrp-image relative" data-title-index="4">
<span style="font-size: medium;"><a href="https://5e.tools/img/adventure/CoS/117-029.jpg" rel="noopener noreferrer" target="_blank" title="Mapa 13.1: Templo de Âmbar (Área X) - Nível Superior">
<img alt="Mapa 13.1: Templo de Âmbar (Área X) - Nível Superior" class="rd__image" height="640" src="https://5e.tools/img/adventure/CoS/117-029.jpg" width="465" />
</a></span>
</div></div></div><div class="rd__wrp-gallery" style="text-align: justify;"><div class="rd__wrp-gallery-image"><div class="rd__wrp-image relative" data-title-index="5">
<span style="font-size: medium;"><a href="https://5e.tools/img/adventure/CoS/118-cos1301.jpg" rel="noopener noreferrer" target="_blank" title="Versão do jogador">
<img alt="Versão do jogador" class="rd__image" height="640" src="https://5e.tools/img/adventure/CoS/118-cos1301.jpg" width="465" />
</a></span>
</div><div class="rd__image-title"><div class="rd__image-title-inner"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Versão do jogador</span></span></div></div></div></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Todas
as portas do templo são feitas de blocos de âmbar translúcido com
dobradiças e acessórios de ferro. Salvo indicação em contrário, as
fendas para flechas no templo têm 12 centímetros de largura, 1,20 metro
de altura e 30 centímetros de espessura.</span></span></p><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="6" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X1. Fachada do Templo</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p183</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma
estrada de cascalho varrida pela neve sobe a encosta da montanha
enquanto segue para o norte a partir da passagem de Tsolenka em direção
ao templo. Quando os personagens chegarem ao final desta estrada, leia:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
estrada desaparece sob uma cobertura de neve, mas leva você longe o
suficiente para ver a fachada de algum tipo de templo esculpido na
encosta da montanha à frente. A frente da estrutura tem quinze metros de
altura e seis alcovas contendo estátuas de seis metros de altura. Cada
estátua é esculpida em um único bloco de âmbar e representa uma figura
encapuzada e sem rosto, com as mãos unidas em um gesto de oração. Entre
as duas estátuas mais internas há um arco de seis metros de altura com
uma escada que desce.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As estátuas de âmbar são imunes a danos. Olhar para um por muito tempo deixa o espectador desconfortável.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="7" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X1a. Fissura Estreita</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p183</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma
fissura natural se abriu na encosta da montanha a oeste da fachada do
templo, criando uma lacuna com 60 centímetros de largura, 3 metros de
altura e 4,5 metros de profundidade. Você vê a luz vindo de uma sala
além e também ouve vozes humanas.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A fissura leva à </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"X15. Southwest Annex","page":186,"id":"5ff","entries":["This room contains a {@creature gladiator} (CE female human), five {@creature Berserker||berserkers} (CE male and female humans), and one {@creature dire wolf}. The gladiator and the berserkers are bloodthirsty mountain folk, the dire wolf a servant of Strahd. The dire wolf can't be {@condition charmed} or {@condition frightened}.","When they aren't expecting trouble, the gladiator and the berserkers sit on the floor, sharpening their weapons, while the dire wolf sleeps in the middle of the room. The gladiator and the berserkers fight to the death. The dire wolf flees the temple (heading east, through {@area areas X4|5dd|x} and {@area X2|5d5|x}) if reduced to fewer than half its hit points.",{"type":"insetReadaloud","id":"600","entries":["Torches in sconces light this bare stone room. Six bedrolls made of stitched animal furs cover the floor. Cold air enters through a fissure in the southwest wall."]},"Other than the berserkers' armor and weapons, there is nothing of value here. The berserkers are aware of the flameskulls (\"fiery spirits\") to the north and keep the doors to {@area area X17|604|x} closed.","A fissure has formed in the southwest wall. The gap is 2 feet wide, 10 feet tall, and 15 feet deep. It leads outside ({@area area X1a|5d3|x}).","A secret door in the south wall opens into area X16. Neither the mountain folk nor the dire wolf knows of it.",{"type":"entries","name":"Development","page":187,"id":"601","entries":["The gladiator, Helwa, uses this room as a shelter while hunting in the mountains. She and her berserkers know nothing about the temple's history or purpose."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x15.%20southwest%20annex,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área X15</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . Se os personagens fizerem muito barulho lá fora, uma das criaturas naquela área investiga a perturbação.</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="8" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X2. Entrada</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p183</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se os personagens passarem pelo arco entre as estátuas, leia:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Degraus
gelados descem três metros até um corredor devastado pelo tempo, com
seteiras nas paredes. Além do salão existe uma escuridão vasta e
sepulcral.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O hall conecta as áreas X1 e </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"X4. Overlook","page":183,"id":"5dd","entries":[{"type":"insetReadaloud","id":"5de","entries":["A twenty-foot-wide balcony of black marble with a shattered railing overlooks a vast temple. Black marble staircases at each end of the balcony descend thirty feet to the temple floor. The vaulted ceiling is thirty feet above the balcony. The walls and ceiling are covered in an amber glaze, lending the gloom a golden sheen. A set of amber doors stands closed at the west end of the balcony. A similar pair stands open to the east."]},"Anyone with a passive Wisdom ({@skill Perception}) score of 12 or higher notice arrow slits in the walls overlooking the temple (see {@area areas X8|5ee|x} and {@area X17|604|x} for more information on these arrow slits). If the characters' light source or vision extends 90 feet or more, they can see a large, faceless statue at the far end of the temple ({@area area X5a|5e1|x}).","The open doorway to the east leads to {@area area X6|5e9|x}. The double doors to the west open into {@area area X15|5ff|x}. Characters who listen at the western doors hear gruff humanoid voices beyond, but can't discern what's being said."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x4.%20overlook,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X4</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . Não há guardas nas salas atrás das seteiras (áreas X2a e X2b).</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="9" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X2a. Sala da Guarda</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p183</span></span></span></span></span></h2></div><div class="rd__b rd__b--1" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esta sala vazia fica atrás de uma porta secreta. O teto tem 3 metros de altura. Duas seteiras estão esculpidas na parede leste.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="10" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X2b. Sala da Guarda</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p183</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esta sala fica atrás de uma porta secreta.</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Duas
seteiras estão esculpidas na parede oeste desta sala de 3 metros de
altura e 6 metros quadrados. No canto nordeste está um esqueleto
vestindo uma túnica azul de mago e segurando uma varinha contra o peito.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O esqueleto é tudo o que resta de um bruxo que morreu congelado. Não representa nenhuma ameaça.</span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="11" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Tesouro</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p183</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O esqueleto segura uma </span></span><span style="font-size: medium;"><a data-vet-hash="wand%20of%20secrets_dmg" data-vet-page="items.html" data-vet-source="DMG" href="https://5e.tools/items.html#wand%20of%20secrets_dmg"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">varinha de segredos</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="12" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X3. Quartel Vazio</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p183</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Pedaços de madeira estilhaçados cobrem o chão desta sala gelada de seis metros quadrados.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O teto de cada uma dessas salas tem 3 metros de altura. A madeira é tudo o que resta dos beliches dos guardas.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma porta secreta colocada em uma parede de cada sala pode ser aberta para revelar a área X2a ou X2b além.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="13" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X4. Negligenciar</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p183</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma
varanda de mármore preto com seis metros de largura e uma grade
quebrada dá para um vasto templo. Escadas de mármore preto em cada
extremidade da varanda descem dez metros até o chão do templo. O teto
abobadado fica dez metros acima da varanda. As paredes e o teto são
cobertos por um esmalte âmbar, conferindo à escuridão um brilho dourado.
Um conjunto de portas âmbar está fechado na extremidade oeste da
varanda. Um par semelhante está aberto para o leste.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Qualquer pessoa com um valor de Sabedoria Passiva ( </span></span><span style="font-size: medium;"><span class="help help--hover" data-vet-hash="perception_phb" data-vet-is-faux-page="true" data-vet-page="skill" data-vet-source="PHB"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Percepção</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) de 12 ou mais percebe seteiras nas paredes com vista para o templo (veja </span></span><a data-vet-entry="{"type":"entries","name":"X8. Upper East Hall","page":185,"id":"5ee","entries":[{"type":"insetReadaloud","id":"5ef","entries":["Glazed amber covers the walls of this twenty-foot-wide, seventy-foot-long arched corridor. The amber doors at both ends of the hall stand open. A closed door is in the middle of the east wall, and three arrow slits are cut into the wall across from it. Cracks in the black marble floor run the length of the hall."]},"The cracks in the floor were made by the golem in {@area area X10|5f3|x}. The arrow slits are 5 inches wide, 2½ feet tall, and 1 foot thick. They look down on the temple ({@area area X5|5df|x})."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x8.%20upper%20east%20hall,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">as áreas X8</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e </span></span><a data-vet-entry="{"type":"entries","name":"X17. Upper West Hall","page":187,"id":"604","entries":[{"type":"insetReadaloud","id":"605","entries":["The walls of this twenty-foot-wide, seventy-foot-long arched corridor are sheathed in amber. The southern half of the hall is scorched by fire, and a charred corpse lies on the floor here, under a burned fur cloak. Several amber doors lead from this hall, and three arrow slits are cut into the east wall. Floating in the middle of the hall are three skulls wreathed in green flame."]},"Three {@creature Flameskull||flameskulls} guard this hall, attacking creatures that enter. The flameskulls will not leave the hall.","The charred corpse is all that remains of a wizard named Jakarion, who came to the Amber Temple seeking power. The flameskulls incinerated the wizard.","The arrow slits look down on the temple ({@area area X5|5df|x}).",{"type":"entries","name":"Treasure","page":187,"id":"606","entries":["Although the dead wizard's spellbook didn't survive, his staff did. It is a {@item staff of frost}. Imprinted on it is a fragment of the wizard's personality. The first character who touches the staff gains the following flaw: \"I crave power above all else, and will do anything to obtain more of it.\" This flaw trumps any conflicting personality trait."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x17.%20upper%20west%20hall,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X17</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
para mais informações sobre essas seteiras). Se a fonte de luz ou visão
dos personagens se estender por 27 metros ou mais, eles poderão ver uma
estátua grande e sem rosto na extremidade do templo ( </span></span><a data-vet-entry="{"type":"entries","name":"X5a. God of Secrets","page":184,"id":"5e1","entries":["This 40-foot-tall statue, carved out of granite, depicts a faceless god of secrets. At the base of the statue, in the back, is a secret door that can be found with a successful DC 20 Wisdom ({@skill Perception}) check. It can be pulled open to reveal a spiral staircase that climbs to a stone trapdoor set into the floor of the statue's hollow head.",{"type":"entries","name":"Statue's Head","page":184,"id":"5e2","entries":["Neferon the {@creature arcanaloth} lairs inside the statue's hollow head, within a field of magical darkness that fills the interior of the head and hides the statue's humanlike face. The darkness can be dispelled (DC 17).","A pair of 2-foot-wide eyeholes provides an unobstructed view of the temple floor south of the statue, as well as the southern balcony ({@area area X4|5dd|x}). Looking through the eyes, one can't see the northern balconies ({@area areas X11|5f5|x} and {@area X23|613|x}), the areas beneath them, or anywhere behind or directly above the statue. The eyeholes grant the arcanaloth three-quarters cover against attacks that originate outside the head.","Neferon wears gold spectacles and a magic robe (see \"Treasure\" below). It uses its {@spell alter self} spell and {@skill Deception} skill to pass itself off as an old human wizard with a long white beard named Heinrich Stolt. \"Heinrich\" feigns confusion. If the characters ask him why he attacked, he claims that he was guarding the temple. If the arcanaloth loses more than half of its hit points, it teleports to the temple floor, turns {@condition invisible}, and flees by the safest route, attacking the characters again when it's safe to do so. The arcanaloth will not, under any circumstances, leave the Amber Temple."]},{"type":"entries","name":"Treasure","page":184,"id":"5e3","entries":["The arcanaloth carries a spellbook containing the wizard spells it has prepared (see its stat block in the Monster Manual). It wears small gold spectacles with pink crystal lenses (worth 250 gp) and a {@item robe of useful items} with the following eight patches remaining:",{"type":"list","items":["Bag of 100 gp","Iron door","{@item Ladder (10-foot)|PHB|Wooden ladder}","{@item Riding horse|PHB}","Pit","{@item Rowboat}","{@item Spell scroll} ({@spell moonbeam})","{@item Mastiff|PHB|Mastiffs}"]},"See the robe's description in the {@book Dungeon Master's Guide|DMG} for more information on each patch."]},{"type":"entries","name":"Fortunes of Ravenloft","page":184,"id":"5e4","entries":["If your card reading reveals that a treasure is here, it's lying on the floor inside the statue's head."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x5a.%20god%20of%20secrets,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área X5a</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A porta aberta ao leste leva à </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"X6. Southeast Annex","page":185,"id":"5e9","entries":[{"type":"insetReadaloud","id":"5ea","entries":["This room is featureless except for a rough-edged, 10-foot-diameter circular hole in the floor to the east and empty torch sconces along the walls. Double doors of amber stand open to the north and west. A single closed door lies just south of the western set of double doors."]},"The ceiling here is 20 feet high. Beyond the open doors to the north, the characters can see a long, wide hallway with amber-covered walls ({@area area X8|5ee|x}).","The hole in the floor forms a roughly hewn shaft that descends 20 feet, then breaks through the ceiling of {@area area X33a|633|x}. From the bottom of the shaft, it's another 10-foot drop to the floor of area X33a. The shaft has abundant handholds and can be climbed without an ability check, but characters must still drop the last 10 feet to reach the floor below. If the characters make a lot of noise, the three {@creature Flameskull||flameskulls} in area X33a float up the shaft and attack them. The flameskulls also attack anyone they can hear attempting to descend the shaft.","A secret door in the south wall opens into {@area area X7|5ec|x}."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x6.%20southeast%20annex,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área X6</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . As portas duplas a oeste abrem para </span></span><a data-vet-entry="{"type":"entries","name":"X15. Southwest Annex","page":186,"id":"5ff","entries":["This room contains a {@creature gladiator} (CE female human), five {@creature Berserker||berserkers} (CE male and female humans), and one {@creature dire wolf}. The gladiator and the berserkers are bloodthirsty mountain folk, the dire wolf a servant of Strahd. The dire wolf can't be {@condition charmed} or {@condition frightened}.","When they aren't expecting trouble, the gladiator and the berserkers sit on the floor, sharpening their weapons, while the dire wolf sleeps in the middle of the room. The gladiator and the berserkers fight to the death. The dire wolf flees the temple (heading east, through {@area areas X4|5dd|x} and {@area X2|5d5|x}) if reduced to fewer than half its hit points.",{"type":"insetReadaloud","id":"600","entries":["Torches in sconces light this bare stone room. Six bedrolls made of stitched animal furs cover the floor. Cold air enters through a fissure in the southwest wall."]},"Other than the berserkers' armor and weapons, there is nothing of value here. The berserkers are aware of the flameskulls (\"fiery spirits\") to the north and keep the doors to {@area area X17|604|x} closed.","A fissure has formed in the southwest wall. The gap is 2 feet wide, 10 feet tall, and 15 feet deep. It leads outside ({@area area X1a|5d3|x}).","A secret door in the south wall opens into area X16. Neither the mountain folk nor the dire wolf knows of it.",{"type":"entries","name":"Development","page":187,"id":"601","entries":["The gladiator, Helwa, uses this room as a shelter while hunting in the mountains. She and her berserkers know nothing about the temple's history or purpose."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x15.%20southwest%20annex,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">a área X15</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
. Personagens que escutam nas portas ocidentais ouvem vozes humanoides
ríspidas além, mas não conseguem discernir o que está sendo dito.</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="14" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X5. Templo dos Segredos Perdidos</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p183</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Quatro
colunas de mármore preto sustentam o teto abobadado do templo, no
extremo norte do qual fica uma estátua de doze metros de altura de uma
figura encapuzada e com mantos esvoaçantes. As mãos de pedra da estátua
estão estendidas como se estivessem lançando um feitiço. Seu rosto é um
vazio de escuridão total. A sinistra estátua fica entre duas varandas de
mármore preto, uma das quais desabou parcialmente e caiu no chão de
mármore preto do templo, em frente a uma porta aberta. As paredes do
templo são revestidas de âmbar, e as portas que conduzem a ele também
são feitas de âmbar. Corredores em arco revestidos de âmbar partem do
templo para oeste e leste. Flanqueando essas saídas estão alcovas que
abrigam estátuas de mármore branco de bruxos humanos vestidos com
túnicas, chapéus pontudos e cajados dourados. Um deles tombou e está
espatifado no chão.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um </span></span><span style="font-size: medium;"><a data-vet-hash="arcanaloth_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#arcanaloth_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">arcanaloth</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
chamado Neferon guarda este templo de dentro da cabeça oca da grande
estátua (área X5a) e ataca personagens à primeira vista com seus
feitiços de longo alcance. Graças à sua </span></span><span class="help help--hover" data-vet-hash="truesight_phb" data-vet-is-faux-page="true" data-vet-page="sense" data-vet-source="PHB"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">visão verdadeira</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , o arcanaloth pode ver o </span></span><a data-vet-hash="invisible_phb" data-vet-page="conditionsdiseases.html" data-vet-source="PHB" href="https://5e.tools/conditionsdiseases.html#invisible_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">invisível</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
e através da escuridão mágica. Os personagens não podem ver Neferon a
menos que consigam penetrar na escuridão mágica que envolve o rosto e a
cabeça da estátua.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Assim que o arcanaloth começa a lançar feitiços, os três </span></span><span style="font-size: medium;"><a data-vet-hash="flameskull_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#flameskull_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">crânios flamejantes</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> na </span></span><a data-vet-entry="{"type":"entries","name":"X17. Upper West Hall","page":187,"id":"604","entries":[{"type":"insetReadaloud","id":"605","entries":["The walls of this twenty-foot-wide, seventy-foot-long arched corridor are sheathed in amber. The southern half of the hall is scorched by fire, and a charred corpse lies on the floor here, under a burned fur cloak. Several amber doors lead from this hall, and three arrow slits are cut into the east wall. Floating in the middle of the hall are three skulls wreathed in green flame."]},"Three {@creature Flameskull||flameskulls} guard this hall, attacking creatures that enter. The flameskulls will not leave the hall.","The charred corpse is all that remains of a wizard named Jakarion, who came to the Amber Temple seeking power. The flameskulls incinerated the wizard.","The arrow slits look down on the temple ({@area area X5|5df|x}).",{"type":"entries","name":"Treasure","page":187,"id":"606","entries":["Although the dead wizard's spellbook didn't survive, his staff did. It is a {@item staff of frost}. Imprinted on it is a fragment of the wizard's personality. The first character who touches the staff gains the following flaw: \"I crave power above all else, and will do anything to obtain more of it.\" This flaw trumps any conflicting personality trait."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x17.%20upper%20west%20hall,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área X17</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> assumem posições atrás das seteiras que dão para o templo e lançam feitiços de </span></span><a data-vet-hash="magic%20missile_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#magic%20missile_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">mísseis mágicos</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e </span></span><a data-vet-hash="fireball_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#fireball_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">bolas de fogo</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> nos personagens que podem ver.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O teto do templo tem 18 metros de altura. Amplas escadas de mármore preto sobem 30 pés até a varanda sul ( </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"X4. Overlook","page":183,"id":"5dd","entries":[{"type":"insetReadaloud","id":"5de","entries":["A twenty-foot-wide balcony of black marble with a shattered railing overlooks a vast temple. Black marble staircases at each end of the balcony descend thirty feet to the temple floor. The vaulted ceiling is thirty feet above the balcony. The walls and ceiling are covered in an amber glaze, lending the gloom a golden sheen. A set of amber doors stands closed at the west end of the balcony. A similar pair stands open to the east."]},"Anyone with a passive Wisdom ({@skill Perception}) score of 12 or higher notice arrow slits in the walls overlooking the temple (see {@area areas X8|5ee|x} and {@area X17|604|x} for more information on these arrow slits). If the characters' light source or vision extends 90 feet or more, they can see a large, faceless statue at the far end of the temple ({@area area X5a|5e1|x}).","The open doorway to the east leads to {@area area X6|5e9|x}. The double doors to the west open into {@area area X15|5ff|x}. Characters who listen at the western doors hear gruff humanoid voices beyond, but can't discern what's being said."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x4.%20overlook,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área X4</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ). As varandas que ladeiam a estátua ( </span></span><a data-vet-entry="{"type":"entries","name":"X11. Northeast Balcony","page":186,"id":"5f5","entries":[{"type":"insetReadaloud","id":"5f6","entries":["This black marble balcony, thirty feet above the floor, overhangs the northeast corner of the temple. The two amber doors leading from this balcony stand open."]},"Characters can see an arrow slit west of the northern set of doors (see {@area area X13|5f9|x})."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x11.%20northeast%20balcony,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">áreas X11</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e </span></span><a data-vet-entry="{"type":"entries","name":"X23. Northwest Balcony","page":188,"id":"613","entries":[{"type":"insetReadaloud","id":"614","entries":["This black marble balcony overhangs the northwest corner of the temple, the floor of which lies thirty feet below. Nearly half of the balcony has fallen away, and obvious cracks have formed near its ragged edge."]},"This balcony is unsafe. Weight in excess of 250 pounds causes it to collapse. Any creature on the balcony when it collapses falls 30 feet to the temple floor below.","Characters can see an arrow slit east of the northern set of doors (see {@area area X25|617|x})."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x23.%20northwest%20balcony,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X23</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) também têm 9 metros de altura.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Flechas cortadas nas paredes das galerias superiores ( </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"X8. Upper East Hall","page":185,"id":"5ee","entries":[{"type":"insetReadaloud","id":"5ef","entries":["Glazed amber covers the walls of this twenty-foot-wide, seventy-foot-long arched corridor. The amber doors at both ends of the hall stand open. A closed door is in the middle of the east wall, and three arrow slits are cut into the wall across from it. Cracks in the black marble floor run the length of the hall."]},"The cracks in the floor were made by the golem in {@area area X10|5f3|x}. The arrow slits are 5 inches wide, 2½ feet tall, and 1 foot thick. They look down on the temple ({@area area X5|5df|x})."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x8.%20upper%20east%20hall,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">áreas X8</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e </span></span><a data-vet-entry="{"type":"entries","name":"X17. Upper West Hall","page":187,"id":"604","entries":[{"type":"insetReadaloud","id":"605","entries":["The walls of this twenty-foot-wide, seventy-foot-long arched corridor are sheathed in amber. The southern half of the hall is scorched by fire, and a charred corpse lies on the floor here, under a burned fur cloak. Several amber doors lead from this hall, and three arrow slits are cut into the east wall. Floating in the middle of the hall are three skulls wreathed in green flame."]},"Three {@creature Flameskull||flameskulls} guard this hall, attacking creatures that enter. The flameskulls will not leave the hall.","The charred corpse is all that remains of a wizard named Jakarion, who came to the Amber Temple seeking power. The flameskulls incinerated the wizard.","The arrow slits look down on the temple ({@area area X5|5df|x}).",{"type":"entries","name":"Treasure","page":187,"id":"606","entries":["Although the dead wizard's spellbook didn't survive, his staff did. It is a {@item staff of frost}. Imprinted on it is a fragment of the wizard's personality. The first character who touches the staff gains the following flaw: \"I crave power above all else, and will do anything to obtain more of it.\" This flaw trumps any conflicting personality trait."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x17.%20upper%20west%20hall,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X17</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) e postes de arqueiro ( </span></span><a data-vet-entry="{"type":"entries","name":"X13. East Archer Post","page":186,"id":"5f9","entries":[{"type":"insetReadaloud","id":"5fa","entries":["This narrow room has an arrow slit in the center of the south wall."]},"The ceiling here is 10 feet high. The arrow slit looks down toward the temple floor ({@area area X5|5df|x}), beneath the raised left arm of the great statue ({@area area X5a|5e1|x})."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x13.%20east%20archer%20post,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">áreas X13</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e </span></span><a data-vet-entry="{"type":"entries","name":"X25. West Archer Post","page":188,"id":"617","entries":[{"type":"insetReadaloud","id":"618","entries":["This narrow room has an arrow slit in the center of the south wall."]},"The ceiling here is 10 feet high. The arrow slit looks down toward the temple floor ({@area area X5|5df|x}), beneath the raised right arm of the great statue ({@area area X5a|5e1|x})."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x25.%20west%20archer%20post,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X25</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
) apontam para o templo. O esmalte âmbar que cobre as paredes do templo
torna essas fendas difíceis de detectar. Personagens que possuem um
valor de Sabedoria passiva ( </span></span><span class="help help--hover" data-vet-hash="perception_phb" data-vet-is-faux-page="true" data-vet-page="skill" data-vet-source="PHB"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Percepção</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) de 12 ou mais os notam. As criaturas atrás das seteiras ganham três quartos de cobertura.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As
estátuas de bruxos de mármore têm 2,5 metros de altura. Seus bastões
dourados de 2,7 metros de altura são feitos de ferro forjado revestido
com tinta dourada descascada. A estátua do nordeste caiu quando um
tremor de terra derrubou a parede de sua alcova.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="15" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X5a. Deus dos Segredos</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p184</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esta
estátua de 12 metros de altura, esculpida em granito, retrata um deus
dos segredos sem rosto. Na base da estátua, nos fundos, há uma porta
secreta que pode ser encontrada com um teste bem-sucedido de Sabedoria (
</span></span><span style="font-size: medium;"><span class="help help--hover" data-vet-hash="perception_phb" data-vet-is-faux-page="true" data-vet-page="skill" data-vet-source="PHB"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Percepção</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
) CD 20. Ele pode ser aberto para revelar uma escada em espiral que
sobe até um alçapão de pedra colocado no chão da cabeça oca da estátua.</span></span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="16" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Cabeça da estátua</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p184</span></span></span></span></span></h3></div><div class="rd__b rd__b--2" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Neferon, o </span></span><span style="font-size: medium;"><a data-vet-hash="arcanaloth_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#arcanaloth_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">arcanaloth,</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
fica dentro da cabeça oca da estátua, dentro de um campo de escuridão
mágica que preenche o interior da cabeça e esconde o rosto humano da
estátua. A escuridão pode ser dissipada (CD 17).</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um
par de orifícios oculares de 60 centímetros de largura fornece uma
visão desobstruída do chão do templo ao sul da estátua, bem como da
varanda sul ( </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"X4. Overlook","page":183,"id":"5dd","entries":[{"type":"insetReadaloud","id":"5de","entries":["A twenty-foot-wide balcony of black marble with a shattered railing overlooks a vast temple. Black marble staircases at each end of the balcony descend thirty feet to the temple floor. The vaulted ceiling is thirty feet above the balcony. The walls and ceiling are covered in an amber glaze, lending the gloom a golden sheen. A set of amber doors stands closed at the west end of the balcony. A similar pair stands open to the east."]},"Anyone with a passive Wisdom ({@skill Perception}) score of 12 or higher notice arrow slits in the walls overlooking the temple (see {@area areas X8|5ee|x} and {@area X17|604|x} for more information on these arrow slits). If the characters' light source or vision extends 90 feet or more, they can see a large, faceless statue at the far end of the temple ({@area area X5a|5e1|x}).","The open doorway to the east leads to {@area area X6|5e9|x}. The double doors to the west open into {@area area X15|5ff|x}. Characters who listen at the western doors hear gruff humanoid voices beyond, but can't discern what's being said."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x4.%20overlook,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área X4</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ). Olhando através dos olhos, não se pode ver as varandas norte ( </span></span><a data-vet-entry="{"type":"entries","name":"X11. Northeast Balcony","page":186,"id":"5f5","entries":[{"type":"insetReadaloud","id":"5f6","entries":["This black marble balcony, thirty feet above the floor, overhangs the northeast corner of the temple. The two amber doors leading from this balcony stand open."]},"Characters can see an arrow slit west of the northern set of doors (see {@area area X13|5f9|x})."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x11.%20northeast%20balcony,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">áreas X11</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e </span></span><a data-vet-entry="{"type":"entries","name":"X23. Northwest Balcony","page":188,"id":"613","entries":[{"type":"insetReadaloud","id":"614","entries":["This black marble balcony overhangs the northwest corner of the temple, the floor of which lies thirty feet below. Nearly half of the balcony has fallen away, and obvious cracks have formed near its ragged edge."]},"This balcony is unsafe. Weight in excess of 250 pounds causes it to collapse. Any creature on the balcony when it collapses falls 30 feet to the temple floor below.","Characters can see an arrow slit east of the northern set of doors (see {@area area X25|617|x})."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x23.%20northwest%20balcony,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X23</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
), as áreas abaixo delas, ou qualquer lugar atrás ou diretamente acima
da estátua. Os buracos para os olhos garantem ao arcanaloth três quartos
de cobertura contra ataques que se originam fora da cabeça.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Neferon usa óculos dourados e um manto mágico (veja “Tesouro” abaixo). Ele usa seu feitiço </span></span><span style="font-size: medium;"><a data-vet-hash="alter%20self_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#alter%20self_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">alterar-se</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e habilidade </span></span><span class="help help--hover" data-vet-hash="deception_phb" data-vet-is-faux-page="true" data-vet-page="skill" data-vet-source="PHB"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Decepção</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
para se passar por um velho mago humano com uma longa barba branca
chamado Heinrich Stolt. "Heinrich" finge confusão. Se os personagens
perguntarem por que ele atacou, ele afirma que estava guardando o
templo. Se o arcanaloth perder mais da metade de seus pontos de vida,
ele se teletransportará para o chão do templo, ficará </span></span><a data-vet-hash="invisible_phb" data-vet-page="conditionsdiseases.html" data-vet-source="PHB" href="https://5e.tools/conditionsdiseases.html#invisible_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">invisível</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
e fugirá pela rota mais segura, atacando os personagens novamente
quando for seguro fazê-lo. O arcanaloth não sairá, em hipótese alguma,
do Templo de Âmbar.</span></span></span></p></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="17" data-title-relative-index="1"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Tesouro</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p184</span></span></span></span></span></h3></div><div class="rd__b rd__b--2" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
arcanaloth carrega um livro de feitiços contendo os feitiços de mago
que ele preparou (veja seu bloco de estatísticas no Manual dos
Monstros). Ele usa pequenos óculos dourados com lentes de cristal rosa
(no valor de 250 PO) e um </span></span><span style="font-size: medium;"><a data-vet-hash="robe%20of%20useful%20items_dmg" data-vet-page="items.html" data-vet-source="DMG" href="https://5e.tools/items.html#robe%20of%20useful%20items_dmg"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">manto de itens úteis</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> com os seguintes oito emblemas restantes:</span></span></span></p><ul class="rd__list"><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Saco de 100 po</span></span></li><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Porta de ferro</span></span></li><li class="rd__li "><span style="font-size: medium;"><a data-vet-hash="ladder%20(10-foot)_phb" data-vet-page="items.html" data-vet-source="PHB" href="https://5e.tools/items.html#ladder%20(10-foot)_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Escada de madeira</span></span></a></span></li><li class="rd__li "><span style="font-size: medium;"><a data-vet-hash="riding%20horse_phb" data-vet-page="items.html" data-vet-source="PHB" href="https://5e.tools/items.html#riding%20horse_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Andar a cavalo</span></span></a></span></li><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Poço</span></span></li><li class="rd__li "><span style="font-size: medium;"><a data-vet-hash="rowboat_dmg" data-vet-page="items.html" data-vet-source="DMG" href="https://5e.tools/items.html#rowboat_dmg"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Barco a remo</span></span></a></span></li><li class="rd__li "><span style="font-size: medium;"><a data-vet-hash="spell%20scroll_dmg" data-vet-page="items.html" data-vet-source="DMG" href="https://5e.tools/items.html#spell%20scroll_dmg"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Pergaminho de feitiço</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ( </span></span><a data-vet-hash="moonbeam_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#moonbeam_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">raio lunar</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> )</span></span></span></li><li class="rd__li "><span style="font-size: medium;"><a data-vet-hash="mastiff_phb" data-vet-page="items.html" data-vet-source="PHB" href="https://5e.tools/items.html#mastiff_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Mastins</span></span></a></span></li></ul><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Veja a descrição do manto no </span></span><span style="font-size: medium;"><a href="https://5e.tools/book.html#DMG"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Dungeon Master's Guide</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> para mais informações sobre cada patch.</span></span></span></p></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="18" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Fortunas de Ravenloft</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p184</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se a leitura da sua carta revelar que um tesouro está aqui, ele está no chão, dentro da cabeça da estátua.</span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="19" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X5b. Porta secreta</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p184</span></span></span></span></span></h2></div><div class="rd__b rd__b--1" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Situada
no meio da parede norte do templo há uma porta secreta. Um personagem
que procure portas secretas na parede e obtenha sucesso em um teste de
Sabedoria ( </span></span><span style="font-size: medium;"><span class="help help--hover" data-vet-hash="perception_phb" data-vet-is-faux-page="true" data-vet-page="skill" data-vet-source="PHB"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Percepção</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) CD 20 detecta rachaduras no esmalte âmbar que cobre a parede, sugerindo a presença da porta. Ele é protegido por um feitiço </span></span><a data-vet-hash="arcane%20lock_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#arcane%20lock_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de fechadura arcana</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
que impede que ele seja aberto, mas bater três vezes na porta faz com
que ela se abra por 1 minuto, revelando uma escadaria de pedra
empoeirada. As escadas sobem 9 metros até outra porta secreta que se
abre automaticamente quando uma criatura se move a até 1,5 metro dela.
As escadas levam à área X30.</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="20" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X5c. Portas Trancadas</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p184</span></span></span></span></span></h2></div><div class="rd__b rd__b--1" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Essas portas âmbar são seladas com um feitiço </span></span><span style="font-size: medium;"><a data-vet-hash="arcane%20lock_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#arcane%20lock_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de fechadura arcana</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
. A senha para suprimi-lo é “Etherna”. Um personagem pode abrir as
portas com um teste bem-sucedido de Força CD 25. As portas (CA 15, 60
pontos de vida) também podem ser quebradas. Se eles forem reduzidos a 0
pontos de vida, a energia necrótica preencherá o cubo de 9 metros
diretamente ao norte deles. Uma criatura naquela área sofre 22 ( </span></span><span class="roller render-roller" data-packed-dice="{"type":"dice","rollable":true,"toRoll":"4d10","displayText":"4d10"}" title="Clique para rolar. SHIFT/CTRL para rolar duas vezes."><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">4d10</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
) de dano necrótico, transformando-se em pó se for reduzida a 0 pontos
de vida. Além das portas ficam as catacumbas do templo ( </span></span><a data-vet-entry="{"type":"entries","name":"X31. Central Catacombs","page":189,"id":"626","entries":["These catacombs contain the moldy remains of the wizards who once defended the Amber Temple. Later generations of wizards who were corrupted by the evil of the temple smashed the amber sheaths covering the dead wizards' bodies and stole everything of value, leaving the formerly preserved corpses to rot.",{"type":"insetReadaloud","id":"627","entries":["You smell the horrid perfume of the ancient dead. Stone niches along the walls of these catacombs hold human-shaped amber husks, bones, and tattered shrouds."]},"If the characters enter these catacombs, add:",{"type":"insetReadaloud","id":"628","entries":["Tall, iron candlesticks stand in alcoves. Their candles ignite as you enter, casting flickering light upon the walls and causing the shattered amber to glitter."]},"The magic candles ignite when a living creature enters the catacombs and melt away if taken from the area."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x31.%20central%20catacombs,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área X31</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="21" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X5d. Reflexos Âmbar</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p184</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Este
salão em arco atinge uma altura de seis metros. Você pode ver seus
reflexos no esmalte âmbar. Mas as imagens não refletem seus movimentos.
Em vez disso, eles agitam os braços e gritam avisos silenciosos para
você.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os
reflexos bizarros dos personagens são ilusões destinadas a
desencorajá-los de explorar o templo. As ilusões podem ser dissipadas
(CD 15).</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O corredor leste leva à </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"X32. Lower East Hall","page":191,"id":"62d","entries":[{"type":"insetReadaloud","id":"62e","entries":["The walls and ceiling of this great hall are coated in amber that glistens like fresh honey. Dust covers the black marble floor. To the north, the hall has collapsed, leaving a wall of rubble.","Many amber doors lead from this hall. Standing in front of the south door are three ugly women in tattered black gowns with brooms and black, pointed hats."]},"An earth tremor collapsed the northern part of the hall. Three {@creature Barovian Witch|CoS|Barovian witches} (see {@area appendix D|767|x}) are trying to open the amber door to {@area area X33a|633|x} by trying different passwords, unaware that they could gain entry through the shaft in {@area area X6|5e9|x}. Frustrated by their lack of progress, they vent their rage by attacking the characters. The witches let loose their three {@creature Broom of Animated Attack|CoS|brooms of animated attack} (see {@adventure appendix D|CoS|21}) while they cast spells.",{"type":"entries","name":"Development","page":191,"id":"62f","entries":["If two of the witches are killed or {@condition incapacitated}, the surviving witch attempts to escape by flying away on her broom. Only the witches can use the brooms of animated attack in this fashion.",{"type":"inset","name":"Amber Sarcophagi","page":191,"id":"630","entries":["An amber sarcophagus looks like a rough block of solid amber 8 feet tall, 5 feet wide, and 5 feet thick. Trapped inside the block is a sliver or wisp of utter darkness no more than a few inches long. The darkness is the vestige of a dead and hateful god—a shard of pure evil with shreds of sentience and awareness. The vestige can't be harmed or controlled, and it is immune to all conditions.","An amber sarcophagus has AC 16, 80 hit points, and immunity to poison and psychic damage. Destroying one causes the vestige trapped within it to disappear, leaving no trace. You choose whether it is banished or destroyed.","A creature that touches the amber sarcophagus forms a telepathic link with the vestige inside. The vestige offers the creature a dark gift. The creature must willingly accept the gift to gain its benefits. A dark gift is described to the creature in general terms; its precise game effect isn't revealed until the creature accepts the gift. For example, a creature that touches Fekre's sarcophagus in area X33a is offered the power to spread disease. That the gift grants the ability to cast the {@spell contagion} spell is not articulated.","A dark gift functions like a charm (see \"{@book Supernatural Gifts|DMG|7|Supernatural Gifts}\" in chapter 7, \"Treasure,\" of the {@book Dungeon Master's Guide|DMG}). A creature doesn't receive a dark gift if it is being manipulated or coerced, or if it declines the gift. Once it receives a dark gift, a creature can never receive that same dark gift again.","The instant a dark gift is bestowed, the creature receiving it undergoes a transformation, gaining a sinister physical trait or flaw, or one of each. Unless the text states otherwise, a trait or a flaw that accompanies this gift can't be removed by anything short of a {@spell wish} spell or divine intervention.","Each time a non-evil creature accepts a dark gift, it must make a DC 12 Charisma saving throw. If the saving throw fails, the creature's alignment changes to evil. A character who turns evil becomes an NPC under the Dungeon Master's control, although the DM can allow the player to continue playing the evil character."]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x32.%20lower%20east%20hall,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área X32</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , o corredor oeste à </span></span><a data-vet-entry="{"type":"entries","name":"X36. Lower West Hall","page":194,"id":"657","entries":[{"type":"insetReadaloud","id":"658","entries":["Glistening amber coats the walls and ceiling of this enormous hall like sculpted honey, and dust covers the black marble floor. The vaulted ceiling is twenty-five feet high. Set into the walls at a height of five feet are amber ledges lined with life-sized alabaster statues of cats, frogs, hawks, owls, rats, ravens, snakes, toads, and weasels. Many of the statues have fallen off their perches and lie shattered on the floor.","An amber door in the north wall stands open. Four other amber doors to the west and south stand closed."]},"The animal statues represent different kinds of familiars, and they are harmless."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x36.%20lower%20west%20hall,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área X36</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="22" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X6. Anexo Sudeste</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p185</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esta
sala é inexpressiva, exceto por um buraco circular de 3 metros de
diâmetro no chão, a leste, e arandelas vazias ao longo das paredes.
Portas duplas de âmbar abrem para norte e oeste. Uma única porta fechada
fica logo ao sul do conjunto oeste de portas duplas.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
teto aqui tem 6 metros de altura. Além das portas abertas ao norte, os
personagens podem ver um corredor longo e largo com paredes cobertas de
âmbar ( </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"X8. Upper East Hall","page":185,"id":"5ee","entries":[{"type":"insetReadaloud","id":"5ef","entries":["Glazed amber covers the walls of this twenty-foot-wide, seventy-foot-long arched corridor. The amber doors at both ends of the hall stand open. A closed door is in the middle of the east wall, and three arrow slits are cut into the wall across from it. Cracks in the black marble floor run the length of the hall."]},"The cracks in the floor were made by the golem in {@area area X10|5f3|x}. The arrow slits are 5 inches wide, 2½ feet tall, and 1 foot thick. They look down on the temple ({@area area X5|5df|x})."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x8.%20upper%20east%20hall,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área X8</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O buraco no chão forma um poço toscamente escavado que desce 6 metros e depois rompe o teto da </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"X33a. Vault of Shalx","page":191,"id":"633","entries":["The amber door to this room is sealed with an {@spell arcane lock} spell. The password to suppress the spell is \"Shalx.\" A character can push open the doors with a successful DC 25 Strength check. The door (AC 15, 30 hit points) can also be smashed. If the door is reduced to 0 hit points, necrotic energy fills the 30-foot cube directly in front of it. A creature in the area takes 22 ({@dice 4d10}) necrotic damage, turning to dust and bones if reduced to 0 hit points.","Adjust the following text if the creatures in this room have already been encountered and destroyed.",{"type":"insetReadaloud","id":"634","entries":["This room has walls of glazed amber, a floor of red marble, and a rough-hewn shaft in the center of its ten-foot-high ceiling. Three amber sarcophagi stand in alcoves, and above each sarcophagus floats a human skull wreathed in green flame."]},"Three {@creature Flameskull||flameskulls} guard this room. They attack intruders on sight.","The shaft in the ceiling is 10 feet wide and 20 feet long, with abundant handholds. No ability check is required to climb it. The shaft leads up to {@area area X6|5e9|x}.","Characters who touch the amber sarcophagi are offered dark gifts by the evil vestiges contained within them (see the \"{@area Amber Sarcophagi|669|x}\" sidebar).",{"type":"entries","name":"West Sarcophagus","page":191,"id":"635","entries":["The vestige within this sarcophagus offers the dark gift of Fekre, Queen of Poxes. Fekre's gift is the power of spreading disease. This dark gift allows its beneficiary to cast the {@spell contagion} spell as an action. After it has been used three times, the dark gift vanishes.","The beneficiary of this dark gift reeks of filth."]},{"type":"entries","name":"South Sarcophagus","page":192,"id":"636","entries":["The vestige within this sarcophagus offers the dark gift of Zrin-Hala, the Howling Storm. Zrin-Hala's gift is the power to create lightning. This dark gift allows its beneficiary to cast the {@spell lightning bolt} spell as an action. After it has been used three times, the dark gift vanishes.","As soon as this dark gift is received, one side of the beneficiary's face sags and loses all feeling."]},{"type":"entries","name":"East Sarcophagus","page":192,"id":"637","entries":["The vestige within this sarcophagus offers the dark gift of Sykane, the Soul Hungerer. Sykane's gift is the power to raise the recently deceased. This dark gift allows its beneficiary to cast the {@spell raise dead} spell as an action. After it has been used three times, the dark gift vanishes.","As soon as this dark gift is received, the beneficiary's eyes glow a sickly yellow until the dark gift vanishes. The beneficiary also gains the following flaw: \"If I help someone, I expect payment in return.\""]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":1}" href="https://5e.tools/adventure.html#cos,14,x33a.%20vault%20of%20shalx,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área X33a</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
. Do fundo do poço, há outra queda de 3 metros até o chão da área X33a.
O poço tem muitos apoios para as mãos e pode ser escalado sem teste de
habilidade, mas os personagens ainda devem descer os últimos 3 metros
para alcançar o andar abaixo. Se os personagens fizerem muito barulho,
os três </span></span><a data-vet-hash="flameskull_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#flameskull_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">crânios flamejantes</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
na área X33a flutuam até o poço e os atacam. Os crânios flamejantes
também atacam qualquer um que possam ouvir tentando descer pelo poço.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma porta secreta na parede sul abre para </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"X7. Secret Scroll Repository","page":185,"id":"5ec","entries":[{"type":"insetReadaloud","id":"5ed","entries":["Carved into the south wall of this dusty space are cylindrical holes fit for scrolls or maps."]},"The wizards kept magic scrolls here in case the temple came under attack. The scrolls have crumbled to dust."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x7.%20secret%20scroll%20repository,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">a área X7</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="23" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X7. Repositório de Pergaminhos Secretos</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p185</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esculpidos na parede sul deste espaço empoeirado estão buracos cilíndricos adequados para pergaminhos ou mapas.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os magos mantinham pergaminhos mágicos aqui para o caso de o templo ser atacado. Os pergaminhos viraram pó.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="24" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X8. Salão Leste Superior</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p185</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Âmbar
vitrificado cobre as paredes deste corredor em arco de seis metros de
largura e vinte e um metros de comprimento. As portas âmbar em ambas as
extremidades do corredor estão abertas. Uma porta fechada está no meio
da parede leste, e três seteiras estão abertas na parede oposta a ela.
Rachaduras no piso de mármore preto percorrem toda a extensão do
corredor.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As rachaduras no chão foram feitas pelo golem na </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"X10. Northeast Annex","page":186,"id":"5f3","entries":[{"type":"insetReadaloud","id":"5f4","entries":["The walls and ceiling in the eastern portion of this bare stone room have collapsed. To the west and south are open amber doors. In the center of the room is a ten-foot-tall statue of a jackal-headed warrior made of cracked amber. It turns to face you and clenches its fists."]},"The ceiling here is 20 feet high, and the walls are lined with empty torch sconces. The statue is a damaged {@creature amber golem|CoS} (use the stat block for the {@creature stone golem} in the {@book Monster Manual|MM}). It has 145 hit points and attacks any creature it sees, stopping only when it can't see any.","An earthquake collapsed the eastern part of the room long ago."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x10.%20northeast%20annex,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área X10</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
. As fendas das flechas têm 12 centímetros de largura, 60 centímetros
de altura e 30 centímetros de espessura. Eles olham para o templo ( </span></span><a data-vet-entry="{"type":"entries","name":"X5. Temple of Lost Secrets","page":183,"id":"5df","entries":[{"type":"insetReadaloud","id":"5e0","entries":["Four black marble columns support the vaulted ceiling of the temple, at the north end of which stands a forty-foot-tall statue of a cowled figure in flowing robes. The statue's stony hands are outstretched as if in the midst of casting a spell. Its face is a void of utter blackness. The ominous statue stands between two black marble balconies, one of which has partially collapsed and fallen on the temple's black marble floor, in front of an open doorway. The walls of the temple are sheathed in amber, and the doors leading from it are made of amber as well. Arched hallways coated with amber lead away from the temple to the west and east. Flanking these exits are alcoves that hold white marble statues of robed human wizards with pointed hats and golden staffs. One of them has toppled over and lies shattered on the floor. "]},"An {@creature arcanaloth} named Neferon guards this temple from within the hollow head of the great statue (area X5a) and attacks characters on sight with its longer-ranged spells. Thanks to its {@sense truesight}, the arcanaloth can see the {@condition invisible} and can see through magical darkness. Characters can't see Neferon unless they can penetrate the magical darkness that envelops the statue's face and head.","Once the arcanaloth begins casting spells, the three {@creature Flameskull||flameskulls} in {@area area X17|604|x} take up positions behind the arrow slits that overlook the temple and cast {@spell magic missile} and {@spell fireball} spells at characters they can see.","The temple ceiling is 60 feet high. Wide, black marble staircases ascend 30 feet to the southern balcony ({@area area X4|5dd|x}). The balconies that flank the statue ({@area areas X11|5f5|x} and {@area X23|613|x}) are 30 feet high as well.","Arrow slits cut into the walls of the upper galleries ({@area areas X8|5ee|x} and {@area X17|604|x}) and archer posts ({@area areas X13|5f9|x} and {@area X25|617|x}) look down on the temple. The amber glaze that covers the temple walls makes these arrow slits difficult to spot. Characters who have a passive Wisdom ({@skill Perception}) score of 12 or higher notice them. Creatures behind the arrow slits gain three-quarters cover.","The marble wizard statues stand 8 feet tall. Their 9-foot-tall golden staffs are made of wrought iron coated in peeling gold paint. The northeast statue fell over when an earth tremor collapsed the wall of its alcove."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x5.%20temple%20of%20lost%20secrets,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área X5</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="25" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X9. Auditório</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p185</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esta
câmara é iluminada por lanternas de cobre vermelho penduradas no teto.
As paredes são revestidas de âmbar moldado em baixos-relevos de bruxos
com livros de feitiços. Escadas ao norte e ao sul descem seis metros até
um púlpito de obsidiana, atrás do qual uma laje de ardósia preta está
pendurada por correntes. Entre as escadas descem fileiras de bancos de
mármore vermelho.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As lanternas suspensas têm feitiços </span></span><span style="font-size: medium;"><a data-vet-hash="continual%20flame_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#continual%20flame_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de chamas contínuos</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> lançados sobre elas. A laje de ardósia preta já serviu como quadro-negro e tem algumas marcas de giz.</span></span></span></p><div class="" style="text-align: justify;"><div class="rd__wrp-image relative" data-title-index="26">
<span style="font-size: medium;"><a href="https://5e.tools/img/adventure/CoS/119-cos13-03.webp" rel="noopener noreferrer" target="_blank" title="Vilnius e Quasit">
<img alt="Vilnius e Quasit" class="rd__image" height="794" src="https://5e.tools/img/adventure/CoS/119-cos13-03.webp" width="671" />
</a></span>
</div><div class="rd__image-title"><div class="rd__image-title-inner"><span style="font-size: medium;"><a data-vet-hash="vilnius_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#vilnius_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Vilnius</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e Quasit</span></span></span></div></div></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Escondido atrás do púlpito está </span></span><span style="font-size: medium;"><a data-vet-hash="vilnius_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#vilnius_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Vilnius</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (NE </span></span><a data-vet-hash="mage_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#mage_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">mago</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> humano masculino ) e seu </span><a data-vet-hash="quasit_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#quasit_mm"><span style="vertical-align: inherit;">quase familiar </span></a></span><a data-vet-hash="invisible_phb" data-vet-page="conditionsdiseases.html" data-vet-source="PHB" href="https://5e.tools/conditionsdiseases.html#invisible_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">invisível</span></span></a> <span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . Personagens que possuem um valor de Sabedoria passiva ( </span><span class="help help--hover" data-vet-hash="perception_phb" data-vet-is-faux-page="true" data-vet-page="skill" data-vet-source="PHB"><span style="vertical-align: inherit;">Percepção</span></span><span style="vertical-align: inherit;"> ) de 17 ou mais o notam. Um personagem que procura ativamente na sala por ocupantes escondidos avista </span><a data-vet-hash="vilnius_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#vilnius_cos"><span style="vertical-align: inherit;">Vilnius com um teste bem-sucedido de Sabedoria ( </span></a><span class="help help--hover" data-vet-hash="perception_phb" data-vet-is-faux-page="true" data-vet-page="skill" data-vet-source="PHB"><span style="vertical-align: inherit;">Percepção</span></span><span style="vertical-align: inherit;"> ) CD 12 </span><span style="vertical-align: inherit;">.</span></span><span class="help help--hover" data-vet-hash="perception_phb" data-vet-is-faux-page="true" data-vet-page="skill" data-vet-source="PHB"></span><span class="help help--hover" data-vet-hash="perception_phb" data-vet-is-faux-page="true" data-vet-page="skill" data-vet-source="PHB"></span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><a data-vet-hash="vilnius_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#vilnius_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Vilnius</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
usa vestes chamuscadas, seu cabelo despenteado está meio queimado e seu
rosto e braços estão cobertos de bolhas de fogo mágico. Ele é aprendiz
de Jakarion, o mago morto na </span></span><a data-vet-entry="{"type":"entries","name":"X17. Upper West Hall","page":187,"id":"604","entries":[{"type":"insetReadaloud","id":"605","entries":["The walls of this twenty-foot-wide, seventy-foot-long arched corridor are sheathed in amber. The southern half of the hall is scorched by fire, and a charred corpse lies on the floor here, under a burned fur cloak. Several amber doors lead from this hall, and three arrow slits are cut into the east wall. Floating in the middle of the hall are three skulls wreathed in green flame."]},"Three {@creature Flameskull||flameskulls} guard this hall, attacking creatures that enter. The flameskulls will not leave the hall.","The charred corpse is all that remains of a wizard named Jakarion, who came to the Amber Temple seeking power. The flameskulls incinerated the wizard.","The arrow slits look down on the temple ({@area area X5|5df|x}).",{"type":"entries","name":"Treasure","page":187,"id":"606","entries":["Although the dead wizard's spellbook didn't survive, his staff did. It is a {@item staff of frost}. Imprinted on it is a fragment of the wizard's personality. The first character who touches the staff gains the following flaw: \"I crave power above all else, and will do anything to obtain more of it.\" This flaw trumps any conflicting personality trait."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x17.%20upper%20west%20hall,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área X17</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . Depois que os crânios flamejantes incineraram seu mestre, o ferido </span></span><a data-vet-hash="vilnius_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#vilnius_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Vilnius</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> recuou para cá. Ele come vermes para sobreviver. O </span></span><a data-vet-hash="amber%20golem_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#amber%20golem_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">golem âmbar</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> está patrulhando o corredor externo ( </span></span><a data-vet-entry="{"type":"entries","name":"X8. Upper East Hall","page":185,"id":"5ee","entries":[{"type":"insetReadaloud","id":"5ef","entries":["Glazed amber covers the walls of this twenty-foot-wide, seventy-foot-long arched corridor. The amber doors at both ends of the hall stand open. A closed door is in the middle of the east wall, and three arrow slits are cut into the wall across from it. Cracks in the black marble floor run the length of the hall."]},"The cracks in the floor were made by the golem in {@area area X10|5f3|x}. The arrow slits are 5 inches wide, 2½ feet tall, and 1 foot thick. They look down on the temple ({@area area X5|5df|x})."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x8.%20upper%20east%20hall,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área X8</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ), e </span></span><a data-vet-hash="vilnius_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#vilnius_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Vilnius</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> não sairá desta sala até saber que o golem foi destruído.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><a data-vet-hash="vilnius_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#vilnius_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Vilnius</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
é um covarde ganancioso e traiçoeiro. Ele amaldiçoa seu mestre morto
por conduzi-los a esta terra miserável. Se os personagens tentarem fazer
amizade com ele, ele suspeitará de suas intenções. Ele gostaria de
recuperar o cajado e o livro de feitiços de seu mestre morto, mas por
outro lado ele não tem interesse em explorar mais o Templo de Âmbar. Ele
conhece as seguintes informações sobre o local:</span></span></span></p><ul class="rd__list" style="text-align: justify;"><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O templo é um refúgio para conhecimentos proibidos.</span></span></li><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Crânios Flamejantes — construções feitas a partir de restos mortais de bruxos mortos — protegem o templo.</span></span></li><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O povo bárbaro das montanhas usa o templo como abrigo.</span></span></li></ul><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="27" data-title-relative-index="2"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Tesouro</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p186</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium;"><a data-vet-hash="vilnius_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#vilnius_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Vilnius</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
carrega seu livro de feitiços, que contém todos os feitiços que
preparou. Ele também tem um amuleto de ouro em forma de V invertido
escondido sob suas vestes. De design requintado, o amuleto vale 1.000
PO. É o </span></span><a data-vet-hash="master's%20amulet_mm" data-vet-page="items.html" data-vet-source="MM" href="https://5e.tools/items.html#master's%20amulet_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">amuleto de controle</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> do </span></span><a data-vet-hash="shield%20guardian_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#shield%20guardian_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">guardião do escudo</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> na </span></span><a data-vet-entry="{"type":"entries","name":"X35. Sleeping Guardian","page":194,"id":"655","entries":[{"type":"insetReadaloud","id":"656","entries":["The furnishings of this bare stone room have succumbed to decrepitude. Standing in the center of the room, its head scraping the ten-foot-high ceiling, is a vaguely man-shaped construct made of dark wood and riveted iron. Its helmed head stares blindly in your direction. Cobwebs stretch from this terrible artifice to the wrecked furniture that surrounds it."]},"This room was once a wizard's bedchamber. The construct is an {@condition incapacitated} {@creature shield guardian}. Its control amulet can be found in {@area area X9|5f0|x}."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x35.%20sleeping%20guardian,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área X35</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Embora
ele saiba que o amuleto é mágico, ele não sabe seu propósito. O amuleto
vibra quando chega a 3 metros do guardião do escudo. Se </span></span><span style="font-size: medium;"><a data-vet-hash="vilnius_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#vilnius_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Vilnius</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> perceber o que o amuleto faz, ele não se desfará dele.</span></span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="28" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X10. Anexo Nordeste</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p186</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As
paredes e o teto na parte leste desta sala de pedra desabaram. Ao oeste
e ao sul estão portas âmbar abertas. No centro da sala há uma estátua
de três metros de altura de um guerreiro com cabeça de chacal feita de
âmbar rachado. Ele se vira para você e cerra os punhos.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O teto aqui tem 6 metros de altura e as paredes são revestidas com arandelas vazias. A estátua é um </span></span><span style="font-size: medium;"><a data-vet-hash="amber%20golem_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#amber%20golem_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">golem de âmbar</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> danificado (use o bloco de estatísticas para o </span></span><a data-vet-hash="stone%20golem_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#stone%20golem_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">golem de pedra</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> no </span></span><a href="https://5e.tools/book.html#MM"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Manual dos Monstros</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ). Ele tem 145 pontos de vida e ataca qualquer criatura que vê, parando apenas quando não consegue ver nenhuma.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um terremoto destruiu a parte leste da sala há muito tempo.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="29" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X11. Varanda Nordeste</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p186</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esta
varanda de mármore preto, a nove metros do chão, pende sobre o canto
nordeste do templo. As duas portas âmbar que saem desta varanda estão
abertas.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os personagens podem ver uma flecha a oeste do conjunto de portas ao norte (veja </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"X13. East Archer Post","page":186,"id":"5f9","entries":[{"type":"insetReadaloud","id":"5fa","entries":["This narrow room has an arrow slit in the center of the south wall."]},"The ceiling here is 10 feet high. The arrow slit looks down toward the temple floor ({@area area X5|5df|x}), beneath the raised left arm of the great statue ({@area area X5a|5e1|x})."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x13.%20east%20archer%20post,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">a área X13</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="30" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X12. Santuário Leste</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p186</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esta
sala de pedra nua consiste em um hall de entrada a oeste e um santuário
a leste. Quatro castiçais estão no chão empoeirado do hall de entrada.
No santuário, fragmentos de uma estátua de obsidiana quebrada estão
espalhados em uma alcova elevada na extremidade leste da câmara. Dois
pares de alcovas vazias alinham-se nas paredes norte e sul do santuário.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O </span></span><span style="font-size: medium;"><a data-vet-hash="amber%20golem_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#amber%20golem_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">golem âmbar</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> na </span></span><a data-vet-entry="{"type":"entries","name":"X10. Northeast Annex","page":186,"id":"5f3","entries":[{"type":"insetReadaloud","id":"5f4","entries":["The walls and ceiling in the eastern portion of this bare stone room have collapsed. To the west and south are open amber doors. In the center of the room is a ten-foot-tall statue of a jackal-headed warrior made of cracked amber. It turns to face you and clenches its fists."]},"The ceiling here is 20 feet high, and the walls are lined with empty torch sconces. The statue is a damaged {@creature amber golem|CoS} (use the stat block for the {@creature stone golem} in the {@book Monster Manual|MM}). It has 145 hit points and attacks any creature it sees, stopping only when it can't see any.","An earthquake collapsed the eastern part of the room long ago."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x10.%20northeast%20annex,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área X10</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> derrubou os castiçais e pulverizou a estátua de obsidiana, que representava o mesmo deus sem nome que fica na </span></span><a data-vet-entry="{"type":"entries","name":"X5. Temple of Lost Secrets","page":183,"id":"5df","entries":[{"type":"insetReadaloud","id":"5e0","entries":["Four black marble columns support the vaulted ceiling of the temple, at the north end of which stands a forty-foot-tall statue of a cowled figure in flowing robes. The statue's stony hands are outstretched as if in the midst of casting a spell. Its face is a void of utter blackness. The ominous statue stands between two black marble balconies, one of which has partially collapsed and fallen on the temple's black marble floor, in front of an open doorway. The walls of the temple are sheathed in amber, and the doors leading from it are made of amber as well. Arched hallways coated with amber lead away from the temple to the west and east. Flanking these exits are alcoves that hold white marble statues of robed human wizards with pointed hats and golden staffs. One of them has toppled over and lies shattered on the floor. "]},"An {@creature arcanaloth} named Neferon guards this temple from within the hollow head of the great statue (area X5a) and attacks characters on sight with its longer-ranged spells. Thanks to its {@sense truesight}, the arcanaloth can see the {@condition invisible} and can see through magical darkness. Characters can't see Neferon unless they can penetrate the magical darkness that envelops the statue's face and head.","Once the arcanaloth begins casting spells, the three {@creature Flameskull||flameskulls} in {@area area X17|604|x} take up positions behind the arrow slits that overlook the temple and cast {@spell magic missile} and {@spell fireball} spells at characters they can see.","The temple ceiling is 60 feet high. Wide, black marble staircases ascend 30 feet to the southern balcony ({@area area X4|5dd|x}). The balconies that flank the statue ({@area areas X11|5f5|x} and {@area X23|613|x}) are 30 feet high as well.","Arrow slits cut into the walls of the upper galleries ({@area areas X8|5ee|x} and {@area X17|604|x}) and archer posts ({@area areas X13|5f9|x} and {@area X25|617|x}) look down on the temple. The amber glaze that covers the temple walls makes these arrow slits difficult to spot. Characters who have a passive Wisdom ({@skill Perception}) score of 12 or higher notice them. Creatures behind the arrow slits gain three-quarters cover.","The marble wizard statues stand 8 feet tall. Their 9-foot-tall golden staffs are made of wrought iron coated in peeling gold paint. The northeast statue fell over when an earth tremor collapsed the wall of its alcove."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x5.%20temple%20of%20lost%20secrets,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área X5</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . Portas âmbar na parede oeste abrem para </span></span><a data-vet-entry="{"type":"entries","name":"X13. East Archer Post","page":186,"id":"5f9","entries":[{"type":"insetReadaloud","id":"5fa","entries":["This narrow room has an arrow slit in the center of the south wall."]},"The ceiling here is 10 feet high. The arrow slit looks down toward the temple floor ({@area area X5|5df|x}), beneath the raised left arm of the great statue ({@area area X5a|5e1|x})."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x13.%20east%20archer%20post,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">a área X13</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma porta secreta está situada na parte de trás de uma das alcovas na parede norte. Ele pode ser aberto na </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"X14. North Staircase","page":186,"id":"5fb","entries":["When the characters open the secret door at the top of the stairs, read:",{"type":"insetReadaloud","id":"5fc","entries":["A dusty corridor heads north, then bends to the east, descending a dark staircase. The air is thin, but heavy with the stench of death."]},"Three 10-foot-long staircases with landings between them descend a total of 30 feet to area X14a. The stench grows stronger down the stairs."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x14.%20north%20staircase,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área X14</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="31" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X13. Posto do Arqueiro Leste</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p186</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esta sala estreita tem uma seteira no centro da parede sul.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O teto aqui tem 3 metros de altura. A seteira aponta para o chão do templo ( </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"X5. Temple of Lost Secrets","page":183,"id":"5df","entries":[{"type":"insetReadaloud","id":"5e0","entries":["Four black marble columns support the vaulted ceiling of the temple, at the north end of which stands a forty-foot-tall statue of a cowled figure in flowing robes. The statue's stony hands are outstretched as if in the midst of casting a spell. Its face is a void of utter blackness. The ominous statue stands between two black marble balconies, one of which has partially collapsed and fallen on the temple's black marble floor, in front of an open doorway. The walls of the temple are sheathed in amber, and the doors leading from it are made of amber as well. Arched hallways coated with amber lead away from the temple to the west and east. Flanking these exits are alcoves that hold white marble statues of robed human wizards with pointed hats and golden staffs. One of them has toppled over and lies shattered on the floor. "]},"An {@creature arcanaloth} named Neferon guards this temple from within the hollow head of the great statue (area X5a) and attacks characters on sight with its longer-ranged spells. Thanks to its {@sense truesight}, the arcanaloth can see the {@condition invisible} and can see through magical darkness. Characters can't see Neferon unless they can penetrate the magical darkness that envelops the statue's face and head.","Once the arcanaloth begins casting spells, the three {@creature Flameskull||flameskulls} in {@area area X17|604|x} take up positions behind the arrow slits that overlook the temple and cast {@spell magic missile} and {@spell fireball} spells at characters they can see.","The temple ceiling is 60 feet high. Wide, black marble staircases ascend 30 feet to the southern balcony ({@area area X4|5dd|x}). The balconies that flank the statue ({@area areas X11|5f5|x} and {@area X23|613|x}) are 30 feet high as well.","Arrow slits cut into the walls of the upper galleries ({@area areas X8|5ee|x} and {@area X17|604|x}) and archer posts ({@area areas X13|5f9|x} and {@area X25|617|x}) look down on the temple. The amber glaze that covers the temple walls makes these arrow slits difficult to spot. Characters who have a passive Wisdom ({@skill Perception}) score of 12 or higher notice them. Creatures behind the arrow slits gain three-quarters cover.","The marble wizard statues stand 8 feet tall. Their 9-foot-tall golden staffs are made of wrought iron coated in peeling gold paint. The northeast statue fell over when an earth tremor collapsed the wall of its alcove."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x5.%20temple%20of%20lost%20secrets,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área X5</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ), abaixo do braço esquerdo levantado da grande estátua ( </span></span><a data-vet-entry="{"type":"entries","name":"X5a. God of Secrets","page":184,"id":"5e1","entries":["This 40-foot-tall statue, carved out of granite, depicts a faceless god of secrets. At the base of the statue, in the back, is a secret door that can be found with a successful DC 20 Wisdom ({@skill Perception}) check. It can be pulled open to reveal a spiral staircase that climbs to a stone trapdoor set into the floor of the statue's hollow head.",{"type":"entries","name":"Statue's Head","page":184,"id":"5e2","entries":["Neferon the {@creature arcanaloth} lairs inside the statue's hollow head, within a field of magical darkness that fills the interior of the head and hides the statue's humanlike face. The darkness can be dispelled (DC 17).","A pair of 2-foot-wide eyeholes provides an unobstructed view of the temple floor south of the statue, as well as the southern balcony ({@area area X4|5dd|x}). Looking through the eyes, one can't see the northern balconies ({@area areas X11|5f5|x} and {@area X23|613|x}), the areas beneath them, or anywhere behind or directly above the statue. The eyeholes grant the arcanaloth three-quarters cover against attacks that originate outside the head.","Neferon wears gold spectacles and a magic robe (see \"Treasure\" below). It uses its {@spell alter self} spell and {@skill Deception} skill to pass itself off as an old human wizard with a long white beard named Heinrich Stolt. \"Heinrich\" feigns confusion. If the characters ask him why he attacked, he claims that he was guarding the temple. If the arcanaloth loses more than half of its hit points, it teleports to the temple floor, turns {@condition invisible}, and flees by the safest route, attacking the characters again when it's safe to do so. The arcanaloth will not, under any circumstances, leave the Amber Temple."]},{"type":"entries","name":"Treasure","page":184,"id":"5e3","entries":["The arcanaloth carries a spellbook containing the wizard spells it has prepared (see its stat block in the Monster Manual). It wears small gold spectacles with pink crystal lenses (worth 250 gp) and a {@item robe of useful items} with the following eight patches remaining:",{"type":"list","items":["Bag of 100 gp","Iron door","{@item Ladder (10-foot)|PHB|Wooden ladder}","{@item Riding horse|PHB}","Pit","{@item Rowboat}","{@item Spell scroll} ({@spell moonbeam})","{@item Mastiff|PHB|Mastiffs}"]},"See the robe's description in the {@book Dungeon Master's Guide|DMG} for more information on each patch."]},{"type":"entries","name":"Fortunes of Ravenloft","page":184,"id":"5e4","entries":["If your card reading reveals that a treasure is here, it's lying on the floor inside the statue's head."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x5a.%20god%20of%20secrets,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área X5a</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="32" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X14. Escadaria Norte</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p186</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Quando os personagens abrirem a porta secreta no topo da escada, leia:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um
corredor empoeirado segue para o norte, depois se curva para o leste,
descendo uma escada escura. O ar está rarefeito, mas pesado com o fedor
da morte.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Três
escadas de 3 metros de comprimento com patamares entre elas descem um
total de 9 metros até a área X14a. O fedor fica mais forte descendo as
escadas.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="33" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X14a. Salão Inferior Desmoronado</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p186</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As
escadas descem para um salão desmoronado com teto alto e paredes
envidraçadas com vidro âmbar. Os escombros cobrem a maior parte do chão,
e um caminho através dos escombros leva a uma porta aberta. Um fedor
mortal parece vir de lá.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esta
área em ruínas já foi conectada à área X32, mas um tremor de terra
causou o colapso do teto e das paredes. O teto aqui tem 25 pés de
altura.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A menos que os personagens apaguem suas fontes de luz e se movam silenciosamente, as criaturas na </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"X33c. Ghastly Vault","page":192,"id":"63d","entries":["The amber door to this room hangs open, and the chamber reeks of death.",{"type":"insetReadaloud","id":"63e","entries":["This room has amber-glazed walls and a floor of dark green marble. Three amber sarcophagi stand in alcoves. Two feral humanoids with ghastly gray skin stare at you hungrily with three eyes—two normal eyes and a third lidless eye blinded by cataracts. Five more cling to the walls and ceiling."]},"The ceiling here is 10 feet high. The seven hungry {@creature Ghast||ghasts} that lair here fight to the death. The ghasts have the following additional feature:",{"type":"entries","name":"Spider Climb","page":192,"id":"63f","entries":["The ghast can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","Characters who touch the amber sarcophagi are offered dark gifts by the evil vestiges contained within them (see the \"{@area Amber Sarcophagi|669|x}\" sidebar)."]},{"type":"entries","name":"North Sarcophagus","page":192,"id":"640","entries":["The vestige within this sarcophagus offers the dark gift of Drizlash, the Nine-Eyed Spider. Drizlash's gift is the power to walk on walls and ceilings. This dark gift allows its beneficiary to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","The beneficiary of this dark gift grows an extra eye somewhere on its body. The eye is blind and ever open."]},{"type":"entries","name":"East Sarcophagus","page":192,"id":"641","entries":["The vestige within this sarcophagus offers the dark gift of Dahlver-Nar, He of the Many Teeth. Dahlver-Nar's gift is the power to live many lives. Upon receiving this dark gift, the beneficiary instantly reincarnates when it dies, as though it was the target of a {@spell reincarnate} spell. The new body appears within 10 feet of the old one. After it has been used three times, the dark gift vanishes.","The beneficiary of this dark gift loses all of its teeth until it reincarnates for the third and final time."]},{"type":"entries","name":"South Sarcophagus","page":192,"id":"642","entries":["The vestige within this sarcophagus offers the dark gift of Zantras, the Kingmaker. Zantras's gift is power that comes from great presence and force of personality. This dark gift increases the beneficiary's Charisma by 4, up to a maximum of 22.","The beneficiary of this dark gift gains the following flaw: \"I won't take no for an answer.\""]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":1}" href="https://5e.tools/adventure.html#cos,14,x33c.%20ghastly%20vault,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área X33c</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> os ouvem se aproximando e se preparam para atacar.</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="34" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X15. Anexo Sudoeste</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p186</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esta sala contém um </span></span><span style="font-size: medium;"><a data-vet-hash="gladiator_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#gladiator_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">gladiador</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (humana CE), cinco </span></span><a data-vet-hash="berserker_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#berserker_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">berserkers</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (homens e mulheres humanas CE) e um </span></span><a data-vet-hash="dire%20wolf_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#dire%20wolf_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">lobo terrível</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
. O gladiador e os furiosos são pessoas da montanha sedentos de sangue,
o lobo terrível é um servo de Strahd. O lobo terrível não pode ser </span></span><a data-vet-hash="charmed_phb" data-vet-page="conditionsdiseases.html" data-vet-source="PHB" href="https://5e.tools/conditionsdiseases.html#charmed_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">encantado</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ou </span></span><a data-vet-hash="frightened_phb" data-vet-page="conditionsdiseases.html" data-vet-source="PHB" href="https://5e.tools/conditionsdiseases.html#frightened_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">assustado</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Quando
não estão esperando problemas, o gladiador e os furiosos sentam-se no
chão, afiando suas armas, enquanto o lobo terrível dorme no meio da
sala. O gladiador e os furiosos lutam até a morte. O lobo atroz foge do
templo (em direção ao leste, através </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"X4. Overlook","page":183,"id":"5dd","entries":[{"type":"insetReadaloud","id":"5de","entries":["A twenty-foot-wide balcony of black marble with a shattered railing overlooks a vast temple. Black marble staircases at each end of the balcony descend thirty feet to the temple floor. The vaulted ceiling is thirty feet above the balcony. The walls and ceiling are covered in an amber glaze, lending the gloom a golden sheen. A set of amber doors stands closed at the west end of the balcony. A similar pair stands open to the east."]},"Anyone with a passive Wisdom ({@skill Perception}) score of 12 or higher notice arrow slits in the walls overlooking the temple (see {@area areas X8|5ee|x} and {@area X17|604|x} for more information on these arrow slits). If the characters' light source or vision extends 90 feet or more, they can see a large, faceless statue at the far end of the temple ({@area area X5a|5e1|x}).","The open doorway to the east leads to {@area area X6|5e9|x}. The double doors to the west open into {@area area X15|5ff|x}. Characters who listen at the western doors hear gruff humanoid voices beyond, but can't discern what's being said."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x4.%20overlook,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">das áreas X4</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e </span></span><a data-vet-entry="{"type":"entries","name":"X2. Entrance","page":183,"id":"5d5","entries":["If the characters pass through the archway between the statues, read:",{"type":"insetReadaloud","id":"5d6","entries":["Icy steps descend ten feet to a time-ravaged hallway with arrow slits in the walls. Beyond the hall lies a vast, sepulchral darkness."]},"The hall connects areas X1 and {@area X4|5dd|x}. There are no guards in the rooms behind the arrow slits (areas X2a and X2b)."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x2.%20entrance,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X2</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) se seus pontos de vida forem reduzidos a menos da metade.</span></span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Tochas
em arandelas iluminam esta sala de pedra nua. Seis colchões feitos de
peles de animais costuradas cobrem o chão. O ar frio entra por uma
fissura na parede sudoeste.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Além
das armaduras e armas dos furiosos, não há nada de valor aqui. Os
furiosos estão cientes dos crânios flamejantes ("espíritos ardentes") ao
norte e mantêm as portas da </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"X17. Upper West Hall","page":187,"id":"604","entries":[{"type":"insetReadaloud","id":"605","entries":["The walls of this twenty-foot-wide, seventy-foot-long arched corridor are sheathed in amber. The southern half of the hall is scorched by fire, and a charred corpse lies on the floor here, under a burned fur cloak. Several amber doors lead from this hall, and three arrow slits are cut into the east wall. Floating in the middle of the hall are three skulls wreathed in green flame."]},"Three {@creature Flameskull||flameskulls} guard this hall, attacking creatures that enter. The flameskulls will not leave the hall.","The charred corpse is all that remains of a wizard named Jakarion, who came to the Amber Temple seeking power. The flameskulls incinerated the wizard.","The arrow slits look down on the temple ({@area area X5|5df|x}).",{"type":"entries","name":"Treasure","page":187,"id":"606","entries":["Although the dead wizard's spellbook didn't survive, his staff did. It is a {@item staff of frost}. Imprinted on it is a fragment of the wizard's personality. The first character who touches the staff gains the following flaw: \"I crave power above all else, and will do anything to obtain more of it.\" This flaw trumps any conflicting personality trait."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x17.%20upper%20west%20hall,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área X17</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> fechadas.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma
fissura se formou na parede sudoeste. A lacuna tem 60 centímetros de
largura, 3 metros de altura e 4,5 metros de profundidade. Leva para fora
( </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"X1a. Narrow Fissure","page":183,"id":"5d3","entries":[{"type":"insetReadaloud","id":"5d4","entries":["A natural fissure has opened in the mountainside west of the temple's facade, creating a gap two feet wide, ten feet tall, and fifteen feet deep. You see light coming from a room beyond, and you hear human voices there as well."]},"The fissure leads to {@area area X15|5ff|x}. If the characters make a lot of noise outside, one of the creatures in that area investigates the disturbance."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x1a.%20narrow%20fissure,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área X1a</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma porta secreta na parede sul abre para a área X16. Nem o povo da montanha nem o lobo terrível sabem disso.</span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="35" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Desenvolvimento</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p187</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
gladiadora Helwa usa esta sala como abrigo enquanto caça nas montanhas.
Ela e seus furiosos não sabem nada sobre a história ou o propósito do
templo.</span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="36" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X16. Repositório de rolagem oeste</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p187</span></span></span></span></span></h2></div><div class="rd__b rd__b--1" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Além da localização, esta sala é idêntica à </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"X7. Secret Scroll Repository","page":185,"id":"5ec","entries":[{"type":"insetReadaloud","id":"5ed","entries":["Carved into the south wall of this dusty space are cylindrical holes fit for scrolls or maps."]},"The wizards kept magic scrolls here in case the temple came under attack. The scrolls have crumbled to dust."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x7.%20secret%20scroll%20repository,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área X7</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="37" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X17. Salão Superior Oeste</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p187</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As
paredes deste corredor em arco de seis metros de largura e vinte metros
de comprimento são revestidas de âmbar. A metade sul do salão está
queimada pelo fogo, e um cadáver carbonizado jaz no chão, sob uma capa
de pele queimada. Várias portas âmbar conduzem a este salão, e três
seteiras estão abertas na parede leste. Flutuando no meio do salão estão
três caveiras envoltas em chamas verdes.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Três </span></span><span style="font-size: medium;"><a data-vet-hash="flameskull_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#flameskull_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">crânios flamejantes</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> guardam este salão, atacando as criaturas que entram. Os crânios flamejantes não sairão do salão.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
cadáver carbonizado é tudo o que resta de um mago chamado Jakarion, que
veio ao Templo de Âmbar em busca de poder. Os crânios flamejantes
incineraram o mago.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As seteiras apontam para o templo ( </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"X5. Temple of Lost Secrets","page":183,"id":"5df","entries":[{"type":"insetReadaloud","id":"5e0","entries":["Four black marble columns support the vaulted ceiling of the temple, at the north end of which stands a forty-foot-tall statue of a cowled figure in flowing robes. The statue's stony hands are outstretched as if in the midst of casting a spell. Its face is a void of utter blackness. The ominous statue stands between two black marble balconies, one of which has partially collapsed and fallen on the temple's black marble floor, in front of an open doorway. The walls of the temple are sheathed in amber, and the doors leading from it are made of amber as well. Arched hallways coated with amber lead away from the temple to the west and east. Flanking these exits are alcoves that hold white marble statues of robed human wizards with pointed hats and golden staffs. One of them has toppled over and lies shattered on the floor. "]},"An {@creature arcanaloth} named Neferon guards this temple from within the hollow head of the great statue (area X5a) and attacks characters on sight with its longer-ranged spells. Thanks to its {@sense truesight}, the arcanaloth can see the {@condition invisible} and can see through magical darkness. Characters can't see Neferon unless they can penetrate the magical darkness that envelops the statue's face and head.","Once the arcanaloth begins casting spells, the three {@creature Flameskull||flameskulls} in {@area area X17|604|x} take up positions behind the arrow slits that overlook the temple and cast {@spell magic missile} and {@spell fireball} spells at characters they can see.","The temple ceiling is 60 feet high. Wide, black marble staircases ascend 30 feet to the southern balcony ({@area area X4|5dd|x}). The balconies that flank the statue ({@area areas X11|5f5|x} and {@area X23|613|x}) are 30 feet high as well.","Arrow slits cut into the walls of the upper galleries ({@area areas X8|5ee|x} and {@area X17|604|x}) and archer posts ({@area areas X13|5f9|x} and {@area X25|617|x}) look down on the temple. The amber glaze that covers the temple walls makes these arrow slits difficult to spot. Characters who have a passive Wisdom ({@skill Perception}) score of 12 or higher notice them. Creatures behind the arrow slits gain three-quarters cover.","The marble wizard statues stand 8 feet tall. Their 9-foot-tall golden staffs are made of wrought iron coated in peeling gold paint. The northeast statue fell over when an earth tremor collapsed the wall of its alcove."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x5.%20temple%20of%20lost%20secrets,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área X5</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="38" data-title-relative-index="3"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Tesouro</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p187</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Embora o livro de feitiços do mago morto não tenha sobrevivido, seu cajado sobreviveu. É um </span></span><span style="font-size: medium;"><a data-vet-hash="staff%20of%20frost_dmg" data-vet-page="items.html" data-vet-source="DMG" href="https://5e.tools/items.html#staff%20of%20frost_dmg"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">cajado de gelo</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
. Impresso nele está um fragmento da personalidade do mago. O primeiro
personagem que tocar o cajado ganha a seguinte falha: "Eu anseio por
poder acima de tudo e farei qualquer coisa para obter mais dele." Essa
falha supera qualquer traço de personalidade conflitante.</span></span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="39" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X18. Corredor</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p187</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Este corredor de pedra nua com seis metros de comprimento e três metros de altura tem uma porta âmbar em cada extremidade.</span></span></p></div><p><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"X17. Upper West Hall","page":187,"id":"604","entries":[{"type":"insetReadaloud","id":"605","entries":["The walls of this twenty-foot-wide, seventy-foot-long arched corridor are sheathed in amber. The southern half of the hall is scorched by fire, and a charred corpse lies on the floor here, under a burned fur cloak. Several amber doors lead from this hall, and three arrow slits are cut into the east wall. Floating in the middle of the hall are three skulls wreathed in green flame."]},"Three {@creature Flameskull||flameskulls} guard this hall, attacking creatures that enter. The flameskulls will not leave the hall.","The charred corpse is all that remains of a wizard named Jakarion, who came to the Amber Temple seeking power. The flameskulls incinerated the wizard.","The arrow slits look down on the temple ({@area area X5|5df|x}).",{"type":"entries","name":"Treasure","page":187,"id":"606","entries":["Although the dead wizard's spellbook didn't survive, his staff did. It is a {@item staff of frost}. Imprinted on it is a fragment of the wizard's personality. The first character who touches the staff gains the following flaw: \"I crave power above all else, and will do anything to obtain more of it.\" This flaw trumps any conflicting personality trait."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x17.%20upper%20west%20hall,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">A área X17</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> fica além da porta a leste, </span></span><a data-vet-entry="{"type":"entries","name":"X21. West Staircase","page":187,"id":"60f","entries":["Three 10-foot-long staircases separated by 10-foot-square landings connect {@area areas X18|607|x} and {@area X36|657|x}. Thick dust covering the stairs has not been disturbed in ages.","The uppermost landing has secret doors set into its north and south walls. The south door opens into {@area area X19|609|x}, and the north door opens into {@area area X20|60b|x}."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x21.%20west%20staircase,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">a área X21</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> fica além da porta a oeste.</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="40" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X19. Armazenamento de poções</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p187</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Blocos
de pedra semelhantes a mesas estão no centro desta sala cobertos de
poeira. Esculpidos nas paredes de pedra estão nichos cheios de centenas
de garrafas empoeiradas. Teias de aranha estão penduradas em escadas de
madeira encostadas nas paredes.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
teto aqui tem 15 pés de altura. Os frascos contêm restos secos de
poções que perderam a eficácia há muito tempo. As escadas já foram
usadas para chegar aos nichos mais altos, mas não suportam mais peso.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma porta secreta está situada na parede norte. Ele pode ser aberto para revelar um patamar de escada ( </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"X21. West Staircase","page":187,"id":"60f","entries":["Three 10-foot-long staircases separated by 10-foot-square landings connect {@area areas X18|607|x} and {@area X36|657|x}. Thick dust covering the stairs has not been disturbed in ages.","The uppermost landing has secret doors set into its north and south walls. The south door opens into {@area area X19|609|x}, and the north door opens into {@area area X20|60b|x}."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x21.%20west%20staircase,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área X21</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="41" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X20. Sala do Arquiteto</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p187</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Dominando
esta sala está um modelo de castelo escuro de 3,6 metros de altura com
muros altos e torres altas. Atrás dele, escondidos em um canto, estão
alguns móveis em ruínas e um baú de madeira.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Nos
meses que antecederam a construção do Castelo Ravenloft, esta sala foi
ocupada pelo arquiteto do castelo, um mago chamado Artimus. Ele
construiu um modelo em escala do castelo em rocha esculpida magicamente.
Qualquer pessoa que tenha visto o castelo reconhece esta réplica pelo
que ela é.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O teto aqui tem 15 pés de altura. Uma porta secreta na parede sul pode ser aberta para uma escada (área X21).</span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="42" data-title-relative-index="4"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Tesouro</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p187</span></span></span></span></span></h3></div><div class="rd__b rd__b--2" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
baú de madeira contém um antigo mapa no qual Artimus mantinha as
plantas do Castelo Ravenloft, mas os mapas foram perdidos há muito
tempo. O baú tem um fundo falso que pode ser encontrado com um teste
bem-sucedido de Sabedoria ( </span></span><span style="font-size: medium;"><span class="help help--hover" data-vet-hash="perception_phb" data-vet-is-faux-page="true" data-vet-page="skill" data-vet-source="PHB"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Percepção</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) CD 10. Dentro do compartimento escondido está um </span></span><a data-vet-hash="tome%20of%20understanding_dmg" data-vet-page="items.html" data-vet-source="DMG" href="https://5e.tools/items.html#tome%20of%20understanding_dmg"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">tomo de compreensão</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="43" data-title-relative-index="1"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Fortunas de Ravenloft</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p187</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se
a leitura da sua carta revelar que um tesouro está aqui, ele está
escondido no castelo em miniatura. Os personagens devem abrir caminho
até o castelo para alcançá-lo.</span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="44" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X21. Escadaria Oeste</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p187</span></span></span></span></span></h2></div><div class="rd__b rd__b--1" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Três escadas de 3 metros de comprimento separadas por patamares de 3 metros quadrados conectam </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"X18. Hallway","page":187,"id":"607","entries":[{"type":"insetReadaloud","id":"608","entries":["This twenty-foot-long, ten-foot-high hallway of bare stone has an amber door at each end."]},"{@area Area X17|604|x} lies beyond the door to the east, {@area area X21|60f|x} beyond the door to the west."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x18.%20hallway,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">as áreas X18</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e </span></span><a data-vet-entry="{"type":"entries","name":"X36. Lower West Hall","page":194,"id":"657","entries":[{"type":"insetReadaloud","id":"658","entries":["Glistening amber coats the walls and ceiling of this enormous hall like sculpted honey, and dust covers the black marble floor. The vaulted ceiling is twenty-five feet high. Set into the walls at a height of five feet are amber ledges lined with life-sized alabaster statues of cats, frogs, hawks, owls, rats, ravens, snakes, toads, and weasels. Many of the statues have fallen off their perches and lie shattered on the floor.","An amber door in the north wall stands open. Four other amber doors to the west and south stand closed."]},"The animal statues represent different kinds of familiars, and they are harmless."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x36.%20lower%20west%20hall,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X36</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . A poeira espessa que cobre as escadas não é mexida há séculos.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O patamar mais alto tem portas secretas instaladas nas paredes norte e sul. A porta sul abre para </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"X19. Potion Storage","page":187,"id":"609","entries":[{"type":"insetReadaloud","id":"60a","entries":["Stone blocks resembling tables stand in the center of this room covered in dust. Carved into the stone walls are niches filled with hundreds of dusty bottles. Cobwebs hang from wooden ladders that lean against the walls."]},"The ceiling here is 15 feet high. The bottles contain the dried-up remains of potions that lost their efficacy long ago. The ladders were once used to reach the higher niches, but they can no longer support any weight.","A secret door is set in the north wall. It can be pulled open to reveal a staircase landing ({@area area X21|60f|x})."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x19.%20potion%20storage,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">a área X19</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , e a porta norte abre para </span></span><a data-vet-entry="{"type":"entries","name":"X20. Architect's Room","page":187,"id":"60b","entries":[{"type":"insetReadaloud","id":"60c","entries":["Dominating this room is a twelve-foot-tall model of a dark castle with high walls and tall spires. Behind it, tucked in a corner, are some ruined furnishings and a wooden chest."]},"In the months leading up to the construction of Castle Ravenloft, this room was occupied by the castle's architect, a wizard named Artimus. He built a scale model of the castle out of magically sculpted rock. Anyone who has seen the castle recognizes this replica for what it is.","The ceiling here is 15 feet high. A secret door in the south wall can be pulled open to a staircase landing (area X21).",{"type":"entries","name":"Treasure","page":187,"id":"60d","entries":["The wooden chest contains an old map case in which Artimus kept floor plans of Castle Ravenloft, but the maps were lost long ago. The chest has a false bottom that can be found with a successful DC 10 Wisdom ({@skill Perception}) check. Inside the hidden compartment is a {@item tome of understanding}."]},{"type":"entries","name":"Fortunes of Ravenloft","page":187,"id":"60e","entries":["If your card reading reveals that a treasure is here, it's hidden in the miniature castle. The characters must smash their way into the castle to reach it."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x20.%20architect's%20room,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">a área X20</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="45" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X22. Anexo Noroeste</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p187</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Quando uma das portas desta sala for aberta, leia:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Tochas
em arandelas iluminam uma mesa de jantar no centro da sala. Cobrir a
mesa é um banquete magnífico que enche o salão com os cheiros ricos de
carne cozida, vegetais doces, molho bem quente e vinho.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O teto aqui tem 6 metros de altura. As portas âmbar levam ao sul para um corredor ( </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"X18. Hallway","page":187,"id":"607","entries":[{"type":"insetReadaloud","id":"608","entries":["This twenty-foot-long, ten-foot-high hallway of bare stone has an amber door at each end."]},"{@area Area X17|604|x} lies beyond the door to the east, {@area area X21|60f|x} beyond the door to the west."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x18.%20hallway,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área X18</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) e ao leste para uma varanda destruída (área X23).</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A mesa é real, mas as tochas, o banquete e as cadeiras são ilusões criadas por um feitiço </span></span><span style="font-size: medium;"><a data-vet-hash="programmed%20illusion_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#programmed%20illusion_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de ilusão programado</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> que é acionado quando uma porta da sala é aberta. A ilusão pode ser dissipada (CD 17).</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Escondido
à vista de todos em meio ao banquete sobre a mesa está um jarro de
cobre verde com imagens de ursos, alces e lobos dançando. A jarra, assim
como a mesa, não é ilusória. Um feitiço </span></span><span style="font-size: medium;"><a data-vet-hash="detect%20magic_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#detect%20magic_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">detectar magia</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
revela uma aura de magia de transmutação ao redor do jarro. Se um
personagem pegar o jarro, as ilusões desaparecem (incluindo as tochas e
sua luz), e sete </span></span><a data-vet-hash="specter_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#specter_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">espectros</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> se materializam e atacam quem está com o jarro.</span></span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="46" data-title-relative-index="5"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Tesouro</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p188</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Qualquer
líquido venenoso derramado na jarra é instantaneamente transformado em
uma quantidade igual de vinho doce. Além disso, uma criatura que agarra o
cabo da jarra pode ordenar que a jarra se encha com 1 galão de vinho e
não pode produzir mais vinho até o próximo amanhecer.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Muitos
Barovianos e Vistani inescrupulosos matariam para obter esta jarra.
Outros pagariam com prazer ou aceitariam como presente.</span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="47" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X23. Varanda Noroeste</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p188</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esta
varanda de mármore preto pende sobre o canto noroeste do templo, cujo
piso fica dez metros abaixo. Quase metade da varanda caiu e rachaduras
óbvias se formaram perto de sua borda irregular.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esta
varanda não é segura. Peso superior a 250 libras faz com que ele entre
em colapso. Qualquer criatura na varanda, quando desaba, cai 9 metros no
chão do templo abaixo.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os personagens podem ver uma flecha a leste do conjunto de portas ao norte (veja </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"X25. West Archer Post","page":188,"id":"617","entries":[{"type":"insetReadaloud","id":"618","entries":["This narrow room has an arrow slit in the center of the south wall."]},"The ceiling here is 10 feet high. The arrow slit looks down toward the temple floor ({@area area X5|5df|x}), beneath the raised right arm of the great statue ({@area area X5a|5e1|x})."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x25.%20west%20archer%20post,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">a área X25</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="48" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X24. Santuário Oeste</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p188</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esta
sala de pedra nua consiste em um hall de entrada a leste e um santuário
a oeste. Castiçais envoltos em teias de aranha ficam nos quatro cantos
do hall de entrada. No santuário, uma estátua de obsidiana sem rosto
fica em uma alcova elevada na extremidade oeste da câmara. Caídos diante
da estátua estão dois cadáveres dessecados em roupas esfarrapadas. Dois
pares de alcovas alinham-se nas paredes norte e sul do santuário.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
estátua de obsidiana tem 1,20 metro de altura, pesa 250 quilos e
representa o mesmo deus sem nome que vigia o templo principal ( </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"X5. Temple of Lost Secrets","page":183,"id":"5df","entries":[{"type":"insetReadaloud","id":"5e0","entries":["Four black marble columns support the vaulted ceiling of the temple, at the north end of which stands a forty-foot-tall statue of a cowled figure in flowing robes. The statue's stony hands are outstretched as if in the midst of casting a spell. Its face is a void of utter blackness. The ominous statue stands between two black marble balconies, one of which has partially collapsed and fallen on the temple's black marble floor, in front of an open doorway. The walls of the temple are sheathed in amber, and the doors leading from it are made of amber as well. Arched hallways coated with amber lead away from the temple to the west and east. Flanking these exits are alcoves that hold white marble statues of robed human wizards with pointed hats and golden staffs. One of them has toppled over and lies shattered on the floor. "]},"An {@creature arcanaloth} named Neferon guards this temple from within the hollow head of the great statue (area X5a) and attacks characters on sight with its longer-ranged spells. Thanks to its {@sense truesight}, the arcanaloth can see the {@condition invisible} and can see through magical darkness. Characters can't see Neferon unless they can penetrate the magical darkness that envelops the statue's face and head.","Once the arcanaloth begins casting spells, the three {@creature Flameskull||flameskulls} in {@area area X17|604|x} take up positions behind the arrow slits that overlook the temple and cast {@spell magic missile} and {@spell fireball} spells at characters they can see.","The temple ceiling is 60 feet high. Wide, black marble staircases ascend 30 feet to the southern balcony ({@area area X4|5dd|x}). The balconies that flank the statue ({@area areas X11|5f5|x} and {@area X23|613|x}) are 30 feet high as well.","Arrow slits cut into the walls of the upper galleries ({@area areas X8|5ee|x} and {@area X17|604|x}) and archer posts ({@area areas X13|5f9|x} and {@area X25|617|x}) look down on the temple. The amber glaze that covers the temple walls makes these arrow slits difficult to spot. Characters who have a passive Wisdom ({@skill Perception}) score of 12 or higher notice them. Creatures behind the arrow slits gain three-quarters cover.","The marble wizard statues stand 8 feet tall. Their 9-foot-tall golden staffs are made of wrought iron coated in peeling gold paint. The northeast statue fell over when an earth tremor collapsed the wall of its alcove."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x5.%20temple%20of%20lost%20secrets,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área X5</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
). Qualquer criatura viva que entre nesta sala deve ser bem sucedida em
um teste de resistência de Sabedoria CD 16 ou será atraída para a
estátua como se estivesse afetada pelo efeito de simpatia de um feitiço </span></span><a data-vet-hash="antipathy%2fsympathy_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#antipathy%2fsympathy_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de antipatia/simpatia</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
. Os cadáveres em frente à estátua são os restos mortais de dois bruxos
humanos que vieram aqui separadamente, falharam em seus testes de
resistência e morreram de fome enquanto estavam sob o efeito do feitiço.
O lich na </span></span><a data-vet-entry="{"type":"entries","name":"X27. Lich's Lair","page":188,"id":"61d","entries":[{"type":"insetReadaloud","id":"61e","entries":["This fifteen-foot-high room contains the trappings of royalty: ornate furniture, exquisite rugs and tapestries, and decorative statuary. Everywhere you look are lit candelabras atop small tables. The beauty of the decor is undone by thick dust and cobwebs. Standing in the center of the room is a decrepit skeleton clad in tattered robes.","Red pinpoints of light burn in the skeleton's eye sockets. \"Do I know you?\" it asks."]},"The {@creature lich} has fewer hit points than normal (99 hit points), doesn't remember its name ({@creature Exethanter|CoS}), and has forgotten all of its prepared spells. It does know its cantrips. In its current condition, the lich has a challenge rating of 10 (5,900 XP). A {@spell greater restoration} spell restores the lich's memory and all of its spells. Another casting of the spell restores its normal hit point maximum (135).","If the characters restore its memory, the lich gives them the passwords to all the locked doors in the Amber Temple (with the exception of the door into {@area area X28|620|x}, where its phylactery is hidden). It also provides all the information pertaining to Strahd and the temple presented at the start of this chapter. If the characters think to ask, it provides them with the command words for any of the books in the library ({@area area K30|624|x}).","If the characters restore its body, it offers to escort them while they explore the temple. The other creatures that inhabit the temple don't threaten the characters as long as the lich is with them.","The lich defends itself if attacked and turns to dust if it is reduced to 0 hit points.","The lich assumes that the characters have come seeking knowledge and power. If it is inclined to help them, it tells them how the amber sarcophagi work (as explained in the \"{@area Amber Sarcophagi|669|x}\" sidebar). The lich has no alliance with or animosity toward Strahd, and no interest in challenging Strahd for control of Barovia.","The furnishings here are in poor condition and fall apart easily.","There are three secret doors in this room. The secret door to area X28 has an {@spell arcane lock} spell cast on it. The password to suppress the spell is \"{@creature Exethanter|CoS}.\"",{"type":"entries","name":"Treasure","page":189,"id":"61f","entries":["The lich's ancient, bronze-covered spellbook sits on a rotted divan, in plain view. Inscribed on its spine is a title: {@i The Incants of Exethanter}. The spellbook contains all the spells on the lich's list of prepared spells (see the {@creature lich} stat block in the {@book Monster Manual|MM}). The lich attacks anyone who tries to take its spellbook."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x27.%20lich's%20lair,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área X27</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
destruiu os livros de feitiços e outros pertences dos magos. Cobrir a
estátua ou removê-la deste santuário suprime sua magia e encerra seu
efeito de simpatia sobre qualquer pessoa.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um
par de portas âmbar na parede leste abrem para a área X25. Uma porta
secreta está situada na parte de trás de uma das alcovas do norte.
Abri-lo libera centenas de crânios (veja a área X26).</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="49" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X25. Posto do Arqueiro Oeste</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p188</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esta sala estreita tem uma seteira no centro da parede sul.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O teto aqui tem 3 metros de altura. A seteira aponta para o chão do templo ( </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"X5. Temple of Lost Secrets","page":183,"id":"5df","entries":[{"type":"insetReadaloud","id":"5e0","entries":["Four black marble columns support the vaulted ceiling of the temple, at the north end of which stands a forty-foot-tall statue of a cowled figure in flowing robes. The statue's stony hands are outstretched as if in the midst of casting a spell. Its face is a void of utter blackness. The ominous statue stands between two black marble balconies, one of which has partially collapsed and fallen on the temple's black marble floor, in front of an open doorway. The walls of the temple are sheathed in amber, and the doors leading from it are made of amber as well. Arched hallways coated with amber lead away from the temple to the west and east. Flanking these exits are alcoves that hold white marble statues of robed human wizards with pointed hats and golden staffs. One of them has toppled over and lies shattered on the floor. "]},"An {@creature arcanaloth} named Neferon guards this temple from within the hollow head of the great statue (area X5a) and attacks characters on sight with its longer-ranged spells. Thanks to its {@sense truesight}, the arcanaloth can see the {@condition invisible} and can see through magical darkness. Characters can't see Neferon unless they can penetrate the magical darkness that envelops the statue's face and head.","Once the arcanaloth begins casting spells, the three {@creature Flameskull||flameskulls} in {@area area X17|604|x} take up positions behind the arrow slits that overlook the temple and cast {@spell magic missile} and {@spell fireball} spells at characters they can see.","The temple ceiling is 60 feet high. Wide, black marble staircases ascend 30 feet to the southern balcony ({@area area X4|5dd|x}). The balconies that flank the statue ({@area areas X11|5f5|x} and {@area X23|613|x}) are 30 feet high as well.","Arrow slits cut into the walls of the upper galleries ({@area areas X8|5ee|x} and {@area X17|604|x}) and archer posts ({@area areas X13|5f9|x} and {@area X25|617|x}) look down on the temple. The amber glaze that covers the temple walls makes these arrow slits difficult to spot. Characters who have a passive Wisdom ({@skill Perception}) score of 12 or higher notice them. Creatures behind the arrow slits gain three-quarters cover.","The marble wizard statues stand 8 feet tall. Their 9-foot-tall golden staffs are made of wrought iron coated in peeling gold paint. The northeast statue fell over when an earth tremor collapsed the wall of its alcove."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x5.%20temple%20of%20lost%20secrets,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área X5</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ), abaixo do braço direito levantado da grande estátua ( </span></span><a data-vet-entry="{"type":"entries","name":"X5a. God of Secrets","page":184,"id":"5e1","entries":["This 40-foot-tall statue, carved out of granite, depicts a faceless god of secrets. At the base of the statue, in the back, is a secret door that can be found with a successful DC 20 Wisdom ({@skill Perception}) check. It can be pulled open to reveal a spiral staircase that climbs to a stone trapdoor set into the floor of the statue's hollow head.",{"type":"entries","name":"Statue's Head","page":184,"id":"5e2","entries":["Neferon the {@creature arcanaloth} lairs inside the statue's hollow head, within a field of magical darkness that fills the interior of the head and hides the statue's humanlike face. The darkness can be dispelled (DC 17).","A pair of 2-foot-wide eyeholes provides an unobstructed view of the temple floor south of the statue, as well as the southern balcony ({@area area X4|5dd|x}). Looking through the eyes, one can't see the northern balconies ({@area areas X11|5f5|x} and {@area X23|613|x}), the areas beneath them, or anywhere behind or directly above the statue. The eyeholes grant the arcanaloth three-quarters cover against attacks that originate outside the head.","Neferon wears gold spectacles and a magic robe (see \"Treasure\" below). It uses its {@spell alter self} spell and {@skill Deception} skill to pass itself off as an old human wizard with a long white beard named Heinrich Stolt. \"Heinrich\" feigns confusion. If the characters ask him why he attacked, he claims that he was guarding the temple. If the arcanaloth loses more than half of its hit points, it teleports to the temple floor, turns {@condition invisible}, and flees by the safest route, attacking the characters again when it's safe to do so. The arcanaloth will not, under any circumstances, leave the Amber Temple."]},{"type":"entries","name":"Treasure","page":184,"id":"5e3","entries":["The arcanaloth carries a spellbook containing the wizard spells it has prepared (see its stat block in the Monster Manual). It wears small gold spectacles with pink crystal lenses (worth 250 gp) and a {@item robe of useful items} with the following eight patches remaining:",{"type":"list","items":["Bag of 100 gp","Iron door","{@item Ladder (10-foot)|PHB|Wooden ladder}","{@item Riding horse|PHB}","Pit","{@item Rowboat}","{@item Spell scroll} ({@spell moonbeam})","{@item Mastiff|PHB|Mastiffs}"]},"See the robe's description in the {@book Dungeon Master's Guide|DMG} for more information on each patch."]},{"type":"entries","name":"Fortunes of Ravenloft","page":184,"id":"5e4","entries":["If your card reading reveals that a treasure is here, it's lying on the floor inside the statue's head."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x5a.%20god%20of%20secrets,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área X5a</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="50" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X26. Alcova Secreta</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p188</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Duas portas secretas levam a esta sala. Quando qualquer uma das portas for aberta, leia:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Centenas de crânios caem de uma cavidade atrás da porta.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esta
sala tem um teto de 9 metros de altura e está repleta de crânios
humanos do chão ao teto. Leva 5 minutos para um único personagem abrir
caminho para a sala. Vários personagens podem trabalhar juntos para
abrir caminho mais rapidamente. Assim que os crânios forem removidos, os
personagens podem vasculhar a sala.</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Anexado ao teto de nove metros de altura deste sepulcro escuro está um baú de ferro invertido com uma tampa em forma de barril.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O baú de ferro no teto é preso com </span></span><span style="font-size: medium;"><a data-vet-hash="sovereign%20glue_dmg" data-vet-page="items.html" data-vet-source="DMG" href="https://5e.tools/items.html#sovereign%20glue_dmg"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">cola soberana</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e sua tampa é selada com um </span><span style="vertical-align: inherit;">feitiço </span></span><a data-vet-hash="arcane%20lock_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#arcane%20lock_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de fechadura arcana</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
. O baú é imune a danos de armas. Abri-lo requer um teste bem sucedido
de Força CD 25, assumindo que os personagens possam alcançá-lo. O
interior do baú é forrado de chumbo.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se a tampa do baú for aberta, o chão desta sala desaparece (como se tivesse sido afetado por um feitiço </span></span><span style="font-size: medium;"><a data-vet-hash="disintegrate_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#disintegrate_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de desintegração</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ), criando um buraco de 3 metros quadrados acima </span></span><a data-vet-entry="{"type":"entries","name":"X39. Plundered Treasury","page":194,"id":"65e","entries":[{"type":"insetReadaloud","id":"65f","entries":["The amber doors that once sealed this great stone room have been smashed, their pieces lying amid crushed bones, armor, and weapons."]},"The ceiling here is 30 feet high and flat. A 10-foot-square hole in the northwest corner of the ceiling magically forms if the iron chest in {@area area X26|61a|x} is opened.","An {@creature amber golem|CoS} once stood guard here, but it escaped after thieves broke into the treasury and looted it. The golem has since made its way upstairs (see {@area area X10|5f3|x}).","Not all of the thieves escaped, and the pulverized remains of those who died here lie strewn upon the floor. Their restless spirits survive here as four {@creature Poltergeist||poltergeists} (see the {@creature specter} entry in the {@book Monster Manual|MM}). The poltergeists can't leave the room and fight until destroyed."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x39.%20plundered%20treasury,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">da área X39</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . As criaturas que estão no chão quando ele desaparece caem 9 metros, pousando no canto noroeste da área X39.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A arca de ferro está vazia.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="51" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X27. Covil do Lich</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p188</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esta
sala de quatro metros e meio de altura contém os ornamentos da realeza:
móveis ornamentados, tapetes e tapeçarias requintados e estátuas
decorativas. Para onde quer que você olhe, há candelabros acesos em cima
de pequenas mesas. A beleza da decoração é desfeita por poeira espessa e
teias de aranha. Parado no centro da sala está um esqueleto decrépito
vestido com roupas esfarrapadas.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Pontos vermelhos de luz queimam nas órbitas oculares do esqueleto. "Eu te conheço?" ele pergunta.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O </span></span><span style="font-size: medium;"><a data-vet-hash="lich_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#lich_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">lich</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> tem menos pontos de vida que o normal (99 pontos de vida), não lembra seu nome ( </span></span><a data-vet-hash="exethanter_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#exethanter_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Exethanter</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
) e esqueceu todos os seus feitiços preparados. Ele conhece seus
truques. Em sua condição atual, o lich tem um nível de desafio de 10
(5.900 XP). Um feitiço </span></span><a data-vet-hash="greater%20restoration_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#greater%20restoration_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de restauração maior</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
restaura a memória do lich e todos os seus feitiços. Outro lançamento
do feitiço restaura seu máximo de pontos de vida normais (135).</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se
os personagens restaurarem sua memória, o lich lhes dará as senhas para
todas as portas trancadas do Templo de Âmbar (com exceção da porta para
a </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"X28. Hidden Phylactery","page":189,"id":"620","entries":["The secret door to this room has an {@spell arcane lock} spell cast on it (see area X27 for details).",{"type":"insetReadaloud","id":"621","entries":["Behind the secret door is a small, dusty room. Rising from the floor in the eastern half of the room is a scaly arm and claw clutching a small box made of bone."]},"The scaly arm is merely a carved pedestal. The bone box is {@creature Exethanter|CoS}'s phylactery. If it takes 20 or more radiant damage from a single source, the phylactery is destroyed."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x28.%20hidden%20phylactery,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área X28</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
, onde seu filactério está escondido). Ele também fornece todas as
informações relativas a Strahd e ao templo apresentadas no início deste
capítulo. Se os personagens pensarem em perguntar, ele fornece as
palavras de comando para qualquer um dos livros da biblioteca ( </span></span><a data-vet-entry="{"type":"entries","name":"X30. Preserved Library","page":189,"id":"624","entries":[{"type":"insetReadaloud","id":"625","entries":["This stone library has twenty-foot-high walls and a thirty-foot-high vaulted ceiling. Covering the ceiling is a fresco that depicts angels being set ablaze in a hell. A black marble railing encloses a gold marble staircase that spirals gently down a thirty-foot-wide, thirty-foot-deep shaft to the north. Against the gray walls stand six ten-foot-tall, black marble bookcases. On their shelves are hundreds of well-preserved tomes. Embroidered rugs, chairs, and lit candelabras fill the southern half of the room."]},"The spiral staircase descends 30 feet to {@area area X42|666|x}. Peering over the railing reveals crates in that area.","There are no ladders here to reach the high bookshelves. (The wizards who built this place used {@spell mage hand} spells.) All the books appear to have blank covers and empty pages. Holding a book while speaking its secret command word causes the book's text to magically appear. Only the lich in {@area area X27|61d|x} knows the command word for each book, and only if its memory is restored. A {@spell true seeing} spell also allows one to see the magically obfuscated text. The tomes mostly contain vile, forbidden lore. Many spellbooks are hidden here, collectively holding every wizard spell in the {@book Player's Handbook|PHB}.","A book that is taken from the library disintegrates as the magic that preserves it is dispelled. The room's furnishings, which are also magically preserved, deteriorate and become brittle if taken from the room.","The secret door in the center of the west wall can be pulled open to reveal an empty room (area X29). The one in the center of the south wall can be pulled open to reveal a staircase that descends 30 feet to another secret door leading to {@area area X5|5df|x}.",{"type":"gallery","images":[{"type":"image","href":{"type":"internal","path":"adventure/CoS/120-030.jpg"},"title":"Map 13.2: Amber Temple (Area X) - Lower Level","width":2400,"height":3300,"mapRegions":[{"area":"643","points":[[554,966],[554,1013],[528,1039],[478,1039],[478,1119],[527,1119],[551,1143],[551,1183],[625,1183],[625,1143],[654,1114],[700,1114],[700,1046],[651,1046],[622,1017],[622,966]]},{"area":"648","points":[[469,1272],[469,1346],[426,1346],[397,1375],[397,1420],[324,1420],[324,1376],[292,1344],[251,1344],[251,1272],[293,1272],[322,1243],[322,1194],[396,1194],[396,1242],[424,1272]]},{"area":"65b","points":[[249,1505],[249,1639],[463,1639],[463,1505]]},{"area":"659","points":[[245,1661],[245,1805],[467,1805],[467,1661]]},{"area":"657","points":[[482,1204],[482,2101],[701,2101],[701,1204]]},{"area":"60f","points":[[319,1878],[319,2042],[474,2042],[474,1953],[396,1953],[396,1878]]},{"area":"64d","points":[[554,2121],[554,2158],[526,2186],[475,2186],[475,2258],[522,2258],[559,2295],[559,2341],[626,2341],[626,2291],[654,2263],[703,2263],[703,2186],[652,2186],[625,2159],[625,2121]]},{"area":"629","points":[[709,2340],[709,2570],[932,2570],[932,2340]]},{"area":"626","points":[[1011,2266],[1011,2646],[1392,2646],[1392,2266]]},{"area":"62b","points":[[1464,2336],[1464,2572],[1703,2572],[1703,2336]]},{"area":"5e7","points":[[705,1582],[705,1731],[856,1731],[856,1582]]},{"area":"65e","points":[[856,1339],[856,1118],[934,1118],[940,1072],[982,1039],[1029,1042],[1077,1075],[1087,1116],[1152,1116],[1152,1339]]},{"area":"660","points":[[1246,1338],[1246,1119],[1318,1119],[1336,1070],[1372,1042],[1419,1044],[1459,1067],[1475,1117],[1540,1117],[1540,1338]]},{"area":"666","points":[[1012,736],[1012,785],[983,814],[935,814],[935,883],[983,883],[1013,913],[1013,960],[1134,960],[1162,988],[1162,1032],[1235,1032],[1235,989],[1260,964],[1387,964],[1387,914],[1416,885],[1468,885],[1468,813],[1416,813],[1385,782],[1385,737],[1310,737],[1285,687],[1233,657],[1170,654],[1113,686],[1082,736]]},{"area":"665","points":[[1306,969],[1306,1044],[1475,1044],[1475,969]]},{"area":"5e5","points":[[861,1352],[861,1567],[1159,1567],[1159,1352]]},{"area":"5df","points":[[1021,1579],[1021,2065],[1381,2065],[1381,1579]]},{"area":"5e1","points":[[1165,1356],[1165,1567],[1372,1567],[1372,1356]]},{"area":"5e6","points":[[1022,2070],[1022,2210],[1389,2210],[1389,2070]]},{"area":"5e7","points":[[1693,1576],[1693,1736],[1543,1736],[1543,1576]]},{"area":"62d","points":[[1692,2107],[1923,2107],[1923,1473],[1872,1468],[1849,1445],[1814,1480],[1768,1477],[1751,1521],[1692,1529]]},{"area":"655","points":[[1929,1496],[1929,1649],[2158,1649],[2158,1496]]},{"area":"652","points":[[1930,1656],[1930,1807],[2157,1807],[2157,1656]]},{"area":"5fb","points":[[1692,1042],[1692,1115],[1771,1115],[1771,1216],[1862,1216],[1862,1042]]},{"area":"5fd","points":[[1743,1214],[1921,1214],[1921,1376],[1822,1376],[1743,1300]]},{"area":"63d","points":[[1932,1268],[1932,1350],[1978,1350],[2003,1375],[2003,1422],[2076,1422],[2076,1379],[2106,1349],[2149,1349],[2149,1273],[2101,1273],[2072,1244],[2072,1195],[2003,1195],[2003,1240],[1974,1268]]},{"area":"638","points":[[1934,1958],[1934,2034],[1970,2034],[2002,2066],[2002,2106],[2074,2106],[2074,2068],[2105,2037],[2149,2037],[2149,1959],[2101,1959],[2074,1932],[2074,1881],[2002,1881],[2002,1928],[1972,1958]]},{"area":"633","points":[[1774,2123],[1774,2162],[1744,2192],[1694,2192],[1694,2259],[1746,2259],[1779,2292],[1779,2335],[1843,2335],[1843,2291],[1874,2260],[1921,2260],[1921,2191],[1870,2191],[1839,2160],[1839,2123]]}],"imageType":"map","grid":{"type":"square","size":76,"offsetX":21,"offsetY":-19,"distance":10},"id":"6c2","hrefThumbnail":{"type":"internal","path":"adventure/CoS/thumbnail/120-030.webp"}},{"type":"image","href":{"type":"internal","path":"adventure/CoS/121-cos1302.jpg"},"title":"Player Version","width":2400,"height":3300,"imageType":"mapPlayer","grid":{"type":"square","size":76,"offsetX":21,"offsetY":-19,"distance":10},"mapParent":{"id":"6c2"}}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x30.%20preserved%20library,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área K30</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se
os personagens restaurarem seu corpo, ele se oferece para acompanhá-los
enquanto exploram o templo. As outras criaturas que habitam o templo
não ameaçam os personagens enquanto o lich estiver com eles.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O lich se defende se for atacado e vira pó se for reduzido a 0 pontos de vida.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
lich assume que os personagens vieram em busca de conhecimento e poder.
Se estiver disposto a ajudá-los, ele conta como funcionam os sarcófagos
de âmbar (conforme explicado na barra lateral " </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Amber Sarcophagi","page":196,"id":"669","entries":["Characters who touch the amber sarcophagi are offered dark gifts by the evil vestiges contained within them (see the \"{@area Amber Sarcophagi|669|x}\" sidebar earlier in this chapter). Kasimir will know when he touches the east sarcophagus in this area that he has found the dark gift he seeks.",{"type":"entries","name":"West Sarcophagus","page":196,"id":"66a","entries":["The vestige within this sarcophagus offers \"the dark gift of the Vampyr\" to any humanoid creature of evil alignment that touches it. The Vampyr's gift is the immortality of undeath. If the dark gift is accepted, its effect doesn't occur until the following conditions are met, in the order given below. The creature becomes aware of the conditions only after accepting the dark gift.",{"type":"list","items":["The beneficiary slays another humanoid that loves or reveres him or her, then drinks the dead humanoid's blood within 1 hour of slaying it.","The beneficiary dies a violent death at the hands of one or more creatures that hate it."]},"When the conditions are met, the beneficiary instantly becomes a {@creature vampire} under the Dungeon Master's control (use the stat block in the {@book Monster Manual|MM}).","After receiving the dark gift, the beneficiary gains the following flaw: \"I am surrounded by hidden enemies that seek to destroy me. I can't trust anyone.\""]},{"type":"entries","name":"South Sarcophagus","page":196,"id":"66b","entries":["The vestige within this sarcophagus offers \"the dark gift of Tenebrous\" to any humanoid creature of evil alignment that can cast 9th-level wizard spells. Tenebrous's gift is the secret of lichdom. This dark gift grants its beneficiary the knowledge needed to perform the following tasks:",{"type":"list","items":["Craft a phylactery and imbue it with the power to contain the beneficiary's soul","Concoct a potion of transformation that turns the beneficiary into a lich"]},"Construction of the phylactery takes 10 days. Concocting the potion takes 3 days. The two items can't be crafted concurrently. When the beneficiary drinks the potion, he or she instantly transforms into a {@creature lich} under the Dungeon Master's control (use the stat block in the {@book Monster Manual|MM}, altering the lich's prepared spells as desired).","The beneficiary of this dark gift gains the following flaw: \"All I care about is acquiring new magic and arcane knowledge.\""]},{"type":"entries","name":"East Sarcophagus","page":196,"id":"66c","entries":["The vestige within this sarcophagus offers the dark gift of Zhudun, the Corpse Star. Zhudun's gift is the power to raise the ancient dead. As an action, the beneficiary of this dark gift can touch the remains of a dead creature and restore it to life. The effect is identical to that of the {@spell resurrection} spell, except that it works regardless of how long the creature has been dead. After it has been used once, the dark gift vanishes.","The beneficiary of this dark gift takes on a corpselike appearance and is easily mistaken for an undead."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":1}" href="https://5e.tools/adventure.html#cos,14,amber%20sarcophagi,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Sarcófagos de Âmbar</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> "). O lich não tem aliança ou animosidade contra Strahd, e não tem interesse em desafiar Strahd pelo controle da Baróvia.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os móveis aqui estão em más condições e desmoronam facilmente.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Existem três portas secretas nesta sala. A porta secreta para a área X28 tem um feitiço </span></span><span style="font-size: medium;"><a data-vet-hash="arcane%20lock_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#arcane%20lock_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de bloqueio arcano</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> lançado nela. A senha para suprimir o feitiço é “ </span></span><a data-vet-hash="exethanter_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#exethanter_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Exethanter</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ”.</span></span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="52" data-title-relative-index="6"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Tesouro</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p189</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
antigo livro de feitiços coberto de bronze do lich está em um divã
podre, à vista de todos. Inscrito em sua lombada está um título: </span></span><span style="font-size: medium;"><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">The Incants of Exethanter</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . O livro de feitiços contém todos os feitiços da lista de feitiços preparados do lich (veja o bloco de estatísticas </span></span><a data-vet-hash="lich_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#lich_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">do lich</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> no </span></span><a href="https://5e.tools/book.html#MM"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Manual dos Monstros</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ). O lich ataca qualquer um que tente pegar seu livro de feitiços.</span></span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="53" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X28. Filactério Oculto</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p189</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A porta secreta para esta sala tem um feitiço de </span></span><span style="font-size: medium;"><a data-vet-hash="arcane%20lock_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#arcane%20lock_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">fechadura arcana</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> lançado nela (veja a área X27 para detalhes).</span></span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Atrás
da porta secreta há uma sala pequena e empoeirada. Erguendo-se do chão
na metade leste da sala está um braço escamoso e uma garra segurando uma
pequena caixa feita de osso.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O braço escamoso é apenas um pedestal esculpido. A caixa de osso é </span><span style="vertical-align: inherit;">o filactério de </span></span><span style="font-size: medium;"><a data-vet-hash="exethanter_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#exethanter_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Exethanter</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . Se sofrer 20 ou mais danos radiantes de uma única fonte, o filactério será destruído.</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="54" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X29. Quarto secreto</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p189</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Poeira e teias de aranha preenchem esta sala vazia.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O teto aqui tem 3 metros de altura.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="55" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X30. Biblioteca Preservada</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p189</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esta
biblioteca de pedra tem paredes de seis metros de altura e um teto
abobadado de nove metros de altura. Cobrindo o teto há um afresco que
retrata anjos sendo incendiados no inferno. Um corrimão de mármore preto
encerra uma escadaria de mármore dourado que desce suavemente em
espiral por um poço de nove metros de largura e nove metros de
profundidade ao norte. Contra as paredes cinzentas há seis estantes de
mármore preto de três metros de altura. Em suas prateleiras estão
centenas de tomos bem preservados. Tapetes bordados, cadeiras e
candelabros acesos preenchem a metade sul da sala.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A escada em espiral desce 30 pés até </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"X42. Amber Vault","page":195,"id":"666","entries":[{"type":"insetReadaloud","id":"667","entries":["A golden marble staircase with a black marble railing hugs the north wall as it spirals gently up a thirty-foot-wide shaft. Lying in the middle of the room are six rotting wooden crates.","The amber-covered walls are sculpted to look like tentacles that entwine around marble bas-reliefs of kings, queens, pharaohs, and sultans attended by myriad slaves.","The west, south, and east walls contain alcoves, and standing in each alcove is a tall, rough block of amber. Two wide cracks have opened up in the south wall, spilling rubble and shattered pieces of amber onto the floor in the southeast corner of the room."]},"The spiral staircase climbs 30 feet to {@area area X30|624|x}. See area X41 for a description of the cracks in the south wall.","Inside the wooden crates, buried in earth, are six {@creature vampire spawn} created by Strahd from a dead party of adventurers. As soon as they hear intruders in the room, the vampire spawn burst out of their crates and attack, fighting until destroyed.",{"type":"entries","name":"Teleport Destination","page":196,"id":"668","entries":["Characters who teleport to this location from {@area area K78 in Castle Ravenloft|297|x} arrive at the point marked T on the map."]},{"type":"entries","name":"Amber Sarcophagi","page":196,"id":"669","entries":["Characters who touch the amber sarcophagi are offered dark gifts by the evil vestiges contained within them (see the \"{@area Amber Sarcophagi|669|x}\" sidebar earlier in this chapter). Kasimir will know when he touches the east sarcophagus in this area that he has found the dark gift he seeks.",{"type":"entries","name":"West Sarcophagus","page":196,"id":"66a","entries":["The vestige within this sarcophagus offers \"the dark gift of the Vampyr\" to any humanoid creature of evil alignment that touches it. The Vampyr's gift is the immortality of undeath. If the dark gift is accepted, its effect doesn't occur until the following conditions are met, in the order given below. The creature becomes aware of the conditions only after accepting the dark gift.",{"type":"list","items":["The beneficiary slays another humanoid that loves or reveres him or her, then drinks the dead humanoid's blood within 1 hour of slaying it.","The beneficiary dies a violent death at the hands of one or more creatures that hate it."]},"When the conditions are met, the beneficiary instantly becomes a {@creature vampire} under the Dungeon Master's control (use the stat block in the {@book Monster Manual|MM}).","After receiving the dark gift, the beneficiary gains the following flaw: \"I am surrounded by hidden enemies that seek to destroy me. I can't trust anyone.\""]},{"type":"entries","name":"South Sarcophagus","page":196,"id":"66b","entries":["The vestige within this sarcophagus offers \"the dark gift of Tenebrous\" to any humanoid creature of evil alignment that can cast 9th-level wizard spells. Tenebrous's gift is the secret of lichdom. This dark gift grants its beneficiary the knowledge needed to perform the following tasks:",{"type":"list","items":["Craft a phylactery and imbue it with the power to contain the beneficiary's soul","Concoct a potion of transformation that turns the beneficiary into a lich"]},"Construction of the phylactery takes 10 days. Concocting the potion takes 3 days. The two items can't be crafted concurrently. When the beneficiary drinks the potion, he or she instantly transforms into a {@creature lich} under the Dungeon Master's control (use the stat block in the {@book Monster Manual|MM}, altering the lich's prepared spells as desired).","The beneficiary of this dark gift gains the following flaw: \"All I care about is acquiring new magic and arcane knowledge.\""]},{"type":"entries","name":"East Sarcophagus","page":196,"id":"66c","entries":["The vestige within this sarcophagus offers the dark gift of Zhudun, the Corpse Star. Zhudun's gift is the power to raise the ancient dead. As an action, the beneficiary of this dark gift can touch the remains of a dead creature and restore it to life. The effect is identical to that of the {@spell resurrection} spell, except that it works regardless of how long the creature has been dead. After it has been used once, the dark gift vanishes.","The beneficiary of this dark gift takes on a corpselike appearance and is easily mistaken for an undead."]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x42.%20amber%20vault,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">a área X42</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . Espiar por cima da grade revela caixotes naquela área.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Não há escadas aqui para chegar às estantes altas. (Os magos que construíram este lugar usaram feitiços </span></span><span style="font-size: medium;"><a data-vet-hash="mage%20hand_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#mage%20hand_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de mão mágica</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
.) Todos os livros parecem ter capas em branco e páginas vazias.
Segurar um livro enquanto fala sua palavra de comando secreta faz com
que o texto do livro apareça magicamente. Somente o lich da </span></span><a data-vet-entry="{"type":"entries","name":"X27. Lich's Lair","page":188,"id":"61d","entries":[{"type":"insetReadaloud","id":"61e","entries":["This fifteen-foot-high room contains the trappings of royalty: ornate furniture, exquisite rugs and tapestries, and decorative statuary. Everywhere you look are lit candelabras atop small tables. The beauty of the decor is undone by thick dust and cobwebs. Standing in the center of the room is a decrepit skeleton clad in tattered robes.","Red pinpoints of light burn in the skeleton's eye sockets. \"Do I know you?\" it asks."]},"The {@creature lich} has fewer hit points than normal (99 hit points), doesn't remember its name ({@creature Exethanter|CoS}), and has forgotten all of its prepared spells. It does know its cantrips. In its current condition, the lich has a challenge rating of 10 (5,900 XP). A {@spell greater restoration} spell restores the lich's memory and all of its spells. Another casting of the spell restores its normal hit point maximum (135).","If the characters restore its memory, the lich gives them the passwords to all the locked doors in the Amber Temple (with the exception of the door into {@area area X28|620|x}, where its phylactery is hidden). It also provides all the information pertaining to Strahd and the temple presented at the start of this chapter. If the characters think to ask, it provides them with the command words for any of the books in the library ({@area area K30|624|x}).","If the characters restore its body, it offers to escort them while they explore the temple. The other creatures that inhabit the temple don't threaten the characters as long as the lich is with them.","The lich defends itself if attacked and turns to dust if it is reduced to 0 hit points.","The lich assumes that the characters have come seeking knowledge and power. If it is inclined to help them, it tells them how the amber sarcophagi work (as explained in the \"{@area Amber Sarcophagi|669|x}\" sidebar). The lich has no alliance with or animosity toward Strahd, and no interest in challenging Strahd for control of Barovia.","The furnishings here are in poor condition and fall apart easily.","There are three secret doors in this room. The secret door to area X28 has an {@spell arcane lock} spell cast on it. The password to suppress the spell is \"{@creature Exethanter|CoS}.\"",{"type":"entries","name":"Treasure","page":189,"id":"61f","entries":["The lich's ancient, bronze-covered spellbook sits on a rotted divan, in plain view. Inscribed on its spine is a title: {@i The Incants of Exethanter}. The spellbook contains all the spells on the lich's list of prepared spells (see the {@creature lich} stat block in the {@book Monster Manual|MM}). The lich attacks anyone who tries to take its spellbook."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x27.%20lich's%20lair,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área X27</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> conhece a palavra de comando de cada livro, e somente se sua memória for restaurada. Um feitiço </span></span><a data-vet-hash="true%20seeing_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#true%20seeing_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de visão da verdade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
também permite ver o texto magicamente ofuscado. Os tomos contêm
principalmente conhecimentos vis e proibidos. Muitos livros de feitiços
estão escondidos aqui, contendo coletivamente todos os feitiços de mago
do </span></span><a href="https://5e.tools/book.html#PHB"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Livro do Jogador</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um
livro retirado da biblioteca se desintegra à medida que a magia que o
preserva é dissipada. Os móveis da sala, que também são preservados
magicamente, deterioram-se e tornam-se quebradiços se forem retirados da
sala.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
porta secreta no centro da parede oeste pode ser aberta para revelar
uma sala vazia (área X29). Aquela no centro da parede sul pode ser
aberta para revelar uma escada que desce 9 metros até outra porta
secreta que leva à </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"X5. Temple of Lost Secrets","page":183,"id":"5df","entries":[{"type":"insetReadaloud","id":"5e0","entries":["Four black marble columns support the vaulted ceiling of the temple, at the north end of which stands a forty-foot-tall statue of a cowled figure in flowing robes. The statue's stony hands are outstretched as if in the midst of casting a spell. Its face is a void of utter blackness. The ominous statue stands between two black marble balconies, one of which has partially collapsed and fallen on the temple's black marble floor, in front of an open doorway. The walls of the temple are sheathed in amber, and the doors leading from it are made of amber as well. Arched hallways coated with amber lead away from the temple to the west and east. Flanking these exits are alcoves that hold white marble statues of robed human wizards with pointed hats and golden staffs. One of them has toppled over and lies shattered on the floor. "]},"An {@creature arcanaloth} named Neferon guards this temple from within the hollow head of the great statue (area X5a) and attacks characters on sight with its longer-ranged spells. Thanks to its {@sense truesight}, the arcanaloth can see the {@condition invisible} and can see through magical darkness. Characters can't see Neferon unless they can penetrate the magical darkness that envelops the statue's face and head.","Once the arcanaloth begins casting spells, the three {@creature Flameskull||flameskulls} in {@area area X17|604|x} take up positions behind the arrow slits that overlook the temple and cast {@spell magic missile} and {@spell fireball} spells at characters they can see.","The temple ceiling is 60 feet high. Wide, black marble staircases ascend 30 feet to the southern balcony ({@area area X4|5dd|x}). The balconies that flank the statue ({@area areas X11|5f5|x} and {@area X23|613|x}) are 30 feet high as well.","Arrow slits cut into the walls of the upper galleries ({@area areas X8|5ee|x} and {@area X17|604|x}) and archer posts ({@area areas X13|5f9|x} and {@area X25|617|x}) look down on the temple. The amber glaze that covers the temple walls makes these arrow slits difficult to spot. Characters who have a passive Wisdom ({@skill Perception}) score of 12 or higher notice them. Creatures behind the arrow slits gain three-quarters cover.","The marble wizard statues stand 8 feet tall. Their 9-foot-tall golden staffs are made of wrought iron coated in peeling gold paint. The northeast statue fell over when an earth tremor collapsed the wall of its alcove."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x5.%20temple%20of%20lost%20secrets,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área X5</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p><div class="rd__wrp-gallery" style="text-align: justify;"><div class="rd__wrp-gallery-image"><div class="rd__wrp-image relative" data-title-index="56">
<span style="font-size: medium;"><a href="https://5e.tools/img/adventure/CoS/120-030.jpg" rel="noopener noreferrer" target="_blank" title="Mapa 13.2: Templo de Âmbar (Área X) - Nível Inferior">
<img alt="Mapa 13.2: Templo de Âmbar (Área X) - Nível Inferior" class="rd__image" height="640" src="https://5e.tools/img/adventure/CoS/120-030.jpg" width="465" />
</a></span>
</div></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__wrp-gallery"><div class="rd__wrp-gallery-image"><div class="rd__wrp-image relative" data-title-index="57">
<span style="font-size: medium;"><a href="https://5e.tools/img/adventure/CoS/121-cos1302.jpg" rel="noopener noreferrer" target="_blank" title="Versão do jogador">
<img alt="Versão do jogador" class="rd__image" height="640" src="https://5e.tools/img/adventure/CoS/121-cos1302.jpg" width="465" />
</a></span>
</div><div class="rd__image-title"><div class="rd__image-title-inner"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Versão do jogador</span></span></div></div></div></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="58" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X31. Catacumbas Centrais</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p189</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Estas
catacumbas contêm os restos mofados dos magos que defenderam o Templo
de Âmbar. Gerações posteriores de bruxos que foram corrompidos pelo mal
do templo quebraram as bainhas de âmbar que cobriam os corpos dos bruxos
mortos e roubaram tudo de valor, deixando os cadáveres anteriormente
preservados apodrecerem.</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Você
sente o cheiro horrível dos antigos mortos. Nichos de pedra ao longo
das paredes dessas catacumbas contêm cascas de âmbar em forma humana,
ossos e mortalhas esfarrapadas.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se os personagens entrarem nessas catacumbas, adicione:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Castiçais
altos de ferro ficam em alcovas. Suas velas acendem quando você entra,
lançando luz bruxuleante nas paredes e fazendo o âmbar quebrado brilhar.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As velas mágicas acendem quando uma criatura viva entra nas catacumbas e derretem se forem retiradas da área.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="59" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X31a. Catacumbas Oeste</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p191</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Mais
restos de esqueletos preenchem nichos nas paredes deste anexo menor, as
cascas de âmbar que antes os preservavam foram destruídas sem
possibilidade de reparo.</span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="60" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X31b. Catacumbas Orientais</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p191</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os nichos instalados na parede deste anexo estão vazios, exceto por uma espessa camada de poeira.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Nenhum bruxo foi sepultado aqui. Este anexo está vazio.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="61" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X32. Salão Inferior Leste</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p191</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As
paredes e o teto deste grande salão são revestidos de âmbar que brilha
como mel fresco. A poeira cobre o chão de mármore preto. Ao norte, o
salão desabou, deixando uma parede de escombros.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Muitas
portas âmbar conduzem a este salão. Paradas em frente à porta sul estão
três mulheres feias em vestidos pretos esfarrapados com vassouras e
chapéus pontudos pretos.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um tremor de terra desabou na parte norte do salão. Três </span></span><span style="font-size: medium;"><a data-vet-hash="barovian%20witch_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#barovian%20witch_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">bruxas Barovianas</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (ver </span></span><a data-vet-entry="{"type":"entries","name":"Barovian Witch","page":229,"id":"767","entries":["The mad women and men known as {@creature Barovian Witch|CoS|Barovian witches} forge pacts with Strahd and the Dark Powers of Ravenloft in exchange for magic and longevity. They prefer to live in the shadows and can see in the dark. When traveling in the open, they use {@spell alter self} spells to assume less conspicuous forms. They also use these spells to grow long, sharp claws with which they can attack.",{"type":"entries","id":"768","entries":[{"type":"entries","name":"Brothers and Sisters of Strahd","page":229,"id":"769","entries":["Barovian witches have no scruples. They will deal with anyone in return for power. They will also betray anyone for the same reason. The only thing they fear is Strahd, and his wish is their command. Barovian witches sometimes refer to themselves as the brothers and sisters of Strahd, though never to Strahd's face."]},{"type":"entries","name":"Pack Rats with Cats","page":229,"id":"76a","entries":["Barovian witches are obsessive collectors, each believing that almost anything found—a piece of broken bone, a dead rodent, a handful of dust, or some other worthless item or substance—could be valuable or useful as a spell component, a ritual object, or a potion ingredient.","Barovian witches use the {@spell find familiar} spell to call forth familiars. They are particularly fond of cats, though snakes and toads are also common. These animals lurk amid the clutter of the witches' lairs, seldom wandering far from their vile masters.",{"type":"image","href":{"type":"internal","path":"adventure/CoS/145-636379876850421049.webp"},"title":"{@creature Barovian Witch|CoS}","width":299,"height":429}]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,21,barovian%20witch,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">apêndice D</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) estão tentando abrir a porta âmbar da </span></span><a data-vet-entry="{"type":"entries","name":"X33a. Vault of Shalx","page":191,"id":"633","entries":["The amber door to this room is sealed with an {@spell arcane lock} spell. The password to suppress the spell is \"Shalx.\" A character can push open the doors with a successful DC 25 Strength check. The door (AC 15, 30 hit points) can also be smashed. If the door is reduced to 0 hit points, necrotic energy fills the 30-foot cube directly in front of it. A creature in the area takes 22 ({@dice 4d10}) necrotic damage, turning to dust and bones if reduced to 0 hit points.","Adjust the following text if the creatures in this room have already been encountered and destroyed.",{"type":"insetReadaloud","id":"634","entries":["This room has walls of glazed amber, a floor of red marble, and a rough-hewn shaft in the center of its ten-foot-high ceiling. Three amber sarcophagi stand in alcoves, and above each sarcophagus floats a human skull wreathed in green flame."]},"Three {@creature Flameskull||flameskulls} guard this room. They attack intruders on sight.","The shaft in the ceiling is 10 feet wide and 20 feet long, with abundant handholds. No ability check is required to climb it. The shaft leads up to {@area area X6|5e9|x}.","Characters who touch the amber sarcophagi are offered dark gifts by the evil vestiges contained within them (see the \"{@area Amber Sarcophagi|669|x}\" sidebar).",{"type":"entries","name":"West Sarcophagus","page":191,"id":"635","entries":["The vestige within this sarcophagus offers the dark gift of Fekre, Queen of Poxes. Fekre's gift is the power of spreading disease. This dark gift allows its beneficiary to cast the {@spell contagion} spell as an action. After it has been used three times, the dark gift vanishes.","The beneficiary of this dark gift reeks of filth."]},{"type":"entries","name":"South Sarcophagus","page":192,"id":"636","entries":["The vestige within this sarcophagus offers the dark gift of Zrin-Hala, the Howling Storm. Zrin-Hala's gift is the power to create lightning. This dark gift allows its beneficiary to cast the {@spell lightning bolt} spell as an action. After it has been used three times, the dark gift vanishes.","As soon as this dark gift is received, one side of the beneficiary's face sags and loses all feeling."]},{"type":"entries","name":"East Sarcophagus","page":192,"id":"637","entries":["The vestige within this sarcophagus offers the dark gift of Sykane, the Soul Hungerer. Sykane's gift is the power to raise the recently deceased. This dark gift allows its beneficiary to cast the {@spell raise dead} spell as an action. After it has been used three times, the dark gift vanishes.","As soon as this dark gift is received, the beneficiary's eyes glow a sickly yellow until the dark gift vanishes. The beneficiary also gains the following flaw: \"If I help someone, I expect payment in return.\""]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":1}" href="https://5e.tools/adventure.html#cos,14,x33a.%20vault%20of%20shalx,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área X33a</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> tentando senhas diferentes, sem saber que poderiam entrar através do poço na </span></span><a data-vet-entry="{"type":"entries","name":"X6. Southeast Annex","page":185,"id":"5e9","entries":[{"type":"insetReadaloud","id":"5ea","entries":["This room is featureless except for a rough-edged, 10-foot-diameter circular hole in the floor to the east and empty torch sconces along the walls. Double doors of amber stand open to the north and west. A single closed door lies just south of the western set of double doors."]},"The ceiling here is 20 feet high. Beyond the open doors to the north, the characters can see a long, wide hallway with amber-covered walls ({@area area X8|5ee|x}).","The hole in the floor forms a roughly hewn shaft that descends 20 feet, then breaks through the ceiling of {@area area X33a|633|x}. From the bottom of the shaft, it's another 10-foot drop to the floor of area X33a. The shaft has abundant handholds and can be climbed without an ability check, but characters must still drop the last 10 feet to reach the floor below. If the characters make a lot of noise, the three {@creature Flameskull||flameskulls} in area X33a float up the shaft and attack them. The flameskulls also attack anyone they can hear attempting to descend the shaft.","A secret door in the south wall opens into {@area area X7|5ec|x}."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x6.%20southeast%20annex,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área X6</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . Frustrados pela falta de progresso, eles desabafam sua raiva atacando os personagens. As bruxas soltam suas três </span></span><a data-vet-hash="broom%20of%20animated%20attack_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#broom%20of%20animated%20attack_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">vassouras de ataque animado</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (ver </span></span><a href="https://5e.tools/adventure.html#CoS,21"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">apêndice D</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) enquanto lançam feitiços.</span></span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="62" data-title-relative-index="1"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Desenvolvimento</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p191</span></span></span></span></span></h3></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se duas das bruxas forem mortas ou </span></span><span style="font-size: medium;"><a data-vet-hash="incapacitated_phb" data-vet-page="conditionsdiseases.html" data-vet-source="PHB" href="https://5e.tools/conditionsdiseases.html#incapacitated_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">incapacitadas</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
, a bruxa sobrevivente tenta escapar voando em sua vassoura. Somente as
bruxas podem usar as vassouras de ataque animado desta forma.</span></span></span></p><div class="rd__b-special rd__b-inset " style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset" data-title-index="63" data-title-relative-index="0"><h4 class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Sarcófagos de Âmbar</span></span></h4><span class="ve-flex-vh-center"> <span class="rd__title-link rd__title-link--inset"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p191</span></span></span></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><div class="rd__b-special rd__b-inset "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um
sarcófago de âmbar parece um bloco áspero de âmbar sólido com 2,5
metros de altura, 1,5 metro de largura e 1,5 metro de espessura. Preso
dentro do bloco está um pedaço ou pedaço de escuridão total com não mais
do que alguns centímetros de comprimento. A escuridão é o vestígio de
um deus morto e odioso – um fragmento de pura maldade com fragmentos de
senciência e consciência. O vestígio não pode ser ferido ou controlado e
é imune a todas as condições.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um
sarcófago âmbar tem CA 16, 80 pontos de vida e imunidade a veneno e
dano psíquico. Destruir um faz com que o vestígio preso dentro dele
desapareça, sem deixar vestígios. Você escolhe se ele será banido ou
destruído.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma
criatura que toca o sarcófago âmbar forma uma ligação telepática com o
vestígio dentro dele. O vestígio oferece à criatura um presente sombrio.
A criatura deve aceitar o presente de boa vontade para obter seus
benefícios. Um presente sombrio é descrito para a criatura em termos
gerais; seu efeito de jogo preciso não é revelado até que a criatura
aceite o presente. Por exemplo, uma criatura que toca o sarcófago de
Fekre na área X33a recebe o poder de espalhar doenças. O fato de o dom
conceder a habilidade de lançar o feitiço </span></span><span style="font-size: medium;"><a data-vet-hash="contagion_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#contagion_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de contágio</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> não está articulado.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um presente sombrio funciona como um amuleto (veja “ </span></span><span style="font-size: medium;"><a href="https://5e.tools/book.html#DMG,7,supernatural%20gifts,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Presentes Sobrenaturais</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ” no capítulo 7, “Tesouro”, do </span></span><a href="https://5e.tools/book.html#DMG"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Guia do Mestre</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
). Uma criatura não recebe um presente sombrio se estiver sendo
manipulada ou coagida, ou se recusar o presente. Depois de receber um
presente sombrio, uma criatura nunca mais poderá receber o mesmo
presente sombrio.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">No
instante em que um presente sombrio é concedido, a criatura que o
recebe sofre uma transformação, ganhando uma característica ou falha
física sinistra, ou um de cada. A menos que o texto indique o contrário,
uma característica ou falha que acompanha este dom não pode ser
removida por nada menos que um feitiço de </span></span><span style="font-size: medium;"><a data-vet-hash="wish_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#wish_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">desejo</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ou intervenção divina.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Cada
vez que uma criatura não-maligna aceita um presente sombrio, ela deve
realizar um teste de resistência de Carisma CD 12. Se o teste de
resistência falhar, a tendência da criatura muda para mal. Um personagem
que se torna mau torna-se um NPC sob o controle do Mestre, embora o
Mestre possa permitir que o jogador continue interpretando o personagem
maligno.</span></span></p></div></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="64" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X33. Cofres Âmbar</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p191</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Várias
dessas salas envidraçadas em âmbar estão localizadas na periferia do
complexo. Cada sala contém dois ou mais sarcófagos de âmbar (veja a
barra lateral " </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Amber Sarcophagi","page":196,"id":"669","entries":["Characters who touch the amber sarcophagi are offered dark gifts by the evil vestiges contained within them (see the \"{@area Amber Sarcophagi|669|x}\" sidebar earlier in this chapter). Kasimir will know when he touches the east sarcophagus in this area that he has found the dark gift he seeks.",{"type":"entries","name":"West Sarcophagus","page":196,"id":"66a","entries":["The vestige within this sarcophagus offers \"the dark gift of the Vampyr\" to any humanoid creature of evil alignment that touches it. The Vampyr's gift is the immortality of undeath. If the dark gift is accepted, its effect doesn't occur until the following conditions are met, in the order given below. The creature becomes aware of the conditions only after accepting the dark gift.",{"type":"list","items":["The beneficiary slays another humanoid that loves or reveres him or her, then drinks the dead humanoid's blood within 1 hour of slaying it.","The beneficiary dies a violent death at the hands of one or more creatures that hate it."]},"When the conditions are met, the beneficiary instantly becomes a {@creature vampire} under the Dungeon Master's control (use the stat block in the {@book Monster Manual|MM}).","After receiving the dark gift, the beneficiary gains the following flaw: \"I am surrounded by hidden enemies that seek to destroy me. I can't trust anyone.\""]},{"type":"entries","name":"South Sarcophagus","page":196,"id":"66b","entries":["The vestige within this sarcophagus offers \"the dark gift of Tenebrous\" to any humanoid creature of evil alignment that can cast 9th-level wizard spells. Tenebrous's gift is the secret of lichdom. This dark gift grants its beneficiary the knowledge needed to perform the following tasks:",{"type":"list","items":["Craft a phylactery and imbue it with the power to contain the beneficiary's soul","Concoct a potion of transformation that turns the beneficiary into a lich"]},"Construction of the phylactery takes 10 days. Concocting the potion takes 3 days. The two items can't be crafted concurrently. When the beneficiary drinks the potion, he or she instantly transforms into a {@creature lich} under the Dungeon Master's control (use the stat block in the {@book Monster Manual|MM}, altering the lich's prepared spells as desired).","The beneficiary of this dark gift gains the following flaw: \"All I care about is acquiring new magic and arcane knowledge.\""]},{"type":"entries","name":"East Sarcophagus","page":196,"id":"66c","entries":["The vestige within this sarcophagus offers the dark gift of Zhudun, the Corpse Star. Zhudun's gift is the power to raise the ancient dead. As an action, the beneficiary of this dark gift can touch the remains of a dead creature and restore it to life. The effect is identical to that of the {@spell resurrection} spell, except that it works regardless of how long the creature has been dead. After it has been used once, the dark gift vanishes.","The beneficiary of this dark gift takes on a corpselike appearance and is easily mistaken for an undead."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":1}" href="https://5e.tools/adventure.html#cos,14,amber%20sarcophagi,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Sarcófagos de Âmbar</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ").</span></span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="65" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X33a. Abóbada de Shalx</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p191</span></span></span></span></span></h3></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A porta âmbar desta sala está selada com um feitiço </span></span><span style="font-size: medium;"><a data-vet-hash="arcane%20lock_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#arcane%20lock_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de fechadura arcana</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
. A senha para suprimir o feitiço é “Shalx”. Um personagem pode abrir
as portas com um teste bem-sucedido de Força CD 25. A porta (CA 15, 30
pontos de vida) também pode ser quebrada. Se a porta for reduzida a 0
pontos de vida, a energia necrótica preenche o cubo de 9 metros
diretamente à sua frente. Uma criatura na área sofre 22 ( </span></span><span class="roller render-roller" data-packed-dice="{"type":"dice","rollable":true,"toRoll":"4d10","displayText":"4d10"}" title="Clique para rolar. SHIFT/CTRL para rolar duas vezes."><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">4d10</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) de dano necrótico, transformando-se em pó e ossos se for reduzida a 0 pontos de vida.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Ajuste o texto a seguir se as criaturas nesta sala já tiverem sido encontradas e destruídas.</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--2" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esta
sala tem paredes de âmbar vitrificado, piso de mármore vermelho e um
poço tosco no centro do teto de três metros de altura. Três sarcófagos
âmbar estão em alcovas, e acima de cada sarcófago flutua um crânio
humano envolto em chamas verdes.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Três </span></span><span style="font-size: medium;"><a data-vet-hash="flameskull_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#flameskull_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">crânios flamejantes</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> guardam esta sala. Eles atacam os intrusos à primeira vista.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
poço no teto tem 3 metros de largura e 6 metros de comprimento, com
apoios para as mãos abundantes. Nenhum teste de habilidade é necessário
para escalá-lo. O eixo leva até </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"X6. Southeast Annex","page":185,"id":"5e9","entries":[{"type":"insetReadaloud","id":"5ea","entries":["This room is featureless except for a rough-edged, 10-foot-diameter circular hole in the floor to the east and empty torch sconces along the walls. Double doors of amber stand open to the north and west. A single closed door lies just south of the western set of double doors."]},"The ceiling here is 20 feet high. Beyond the open doors to the north, the characters can see a long, wide hallway with amber-covered walls ({@area area X8|5ee|x}).","The hole in the floor forms a roughly hewn shaft that descends 20 feet, then breaks through the ceiling of {@area area X33a|633|x}. From the bottom of the shaft, it's another 10-foot drop to the floor of area X33a. The shaft has abundant handholds and can be climbed without an ability check, but characters must still drop the last 10 feet to reach the floor below. If the characters make a lot of noise, the three {@creature Flameskull||flameskulls} in area X33a float up the shaft and attack them. The flameskulls also attack anyone they can hear attempting to descend the shaft.","A secret door in the south wall opens into {@area area X7|5ec|x}."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x6.%20southeast%20annex,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">a área X6</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os
personagens que tocam os sarcófagos de âmbar recebem presentes sombrios
pelos vestígios malignos contidos neles (veja a barra lateral " </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Amber Sarcophagi","page":196,"id":"669","entries":["Characters who touch the amber sarcophagi are offered dark gifts by the evil vestiges contained within them (see the \"{@area Amber Sarcophagi|669|x}\" sidebar earlier in this chapter). Kasimir will know when he touches the east sarcophagus in this area that he has found the dark gift he seeks.",{"type":"entries","name":"West Sarcophagus","page":196,"id":"66a","entries":["The vestige within this sarcophagus offers \"the dark gift of the Vampyr\" to any humanoid creature of evil alignment that touches it. The Vampyr's gift is the immortality of undeath. If the dark gift is accepted, its effect doesn't occur until the following conditions are met, in the order given below. The creature becomes aware of the conditions only after accepting the dark gift.",{"type":"list","items":["The beneficiary slays another humanoid that loves or reveres him or her, then drinks the dead humanoid's blood within 1 hour of slaying it.","The beneficiary dies a violent death at the hands of one or more creatures that hate it."]},"When the conditions are met, the beneficiary instantly becomes a {@creature vampire} under the Dungeon Master's control (use the stat block in the {@book Monster Manual|MM}).","After receiving the dark gift, the beneficiary gains the following flaw: \"I am surrounded by hidden enemies that seek to destroy me. I can't trust anyone.\""]},{"type":"entries","name":"South Sarcophagus","page":196,"id":"66b","entries":["The vestige within this sarcophagus offers \"the dark gift of Tenebrous\" to any humanoid creature of evil alignment that can cast 9th-level wizard spells. Tenebrous's gift is the secret of lichdom. This dark gift grants its beneficiary the knowledge needed to perform the following tasks:",{"type":"list","items":["Craft a phylactery and imbue it with the power to contain the beneficiary's soul","Concoct a potion of transformation that turns the beneficiary into a lich"]},"Construction of the phylactery takes 10 days. Concocting the potion takes 3 days. The two items can't be crafted concurrently. When the beneficiary drinks the potion, he or she instantly transforms into a {@creature lich} under the Dungeon Master's control (use the stat block in the {@book Monster Manual|MM}, altering the lich's prepared spells as desired).","The beneficiary of this dark gift gains the following flaw: \"All I care about is acquiring new magic and arcane knowledge.\""]},{"type":"entries","name":"East Sarcophagus","page":196,"id":"66c","entries":["The vestige within this sarcophagus offers the dark gift of Zhudun, the Corpse Star. Zhudun's gift is the power to raise the ancient dead. As an action, the beneficiary of this dark gift can touch the remains of a dead creature and restore it to life. The effect is identical to that of the {@spell resurrection} spell, except that it works regardless of how long the creature has been dead. After it has been used once, the dark gift vanishes.","The beneficiary of this dark gift takes on a corpselike appearance and is easily mistaken for an undead."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":1}" href="https://5e.tools/adventure.html#cos,14,amber%20sarcophagi,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Sarcófagos de Âmbar</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ").</span></span></span></p><div class="rd__b rd__b--3"><span style="font-size: medium;"><span class="rd__h rd__h--3" data-title-index="66" data-title-relative-index="0"> <span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Sarcófago Ocidental.</span></span></span></span></span> <p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
vestígio dentro deste sarcófago oferece o presente sombrio de Fekre,
Rainha das Varíolas. O presente de Fekre é o poder de espalhar doenças.
Este presente sombrio permite que seu beneficiário lance o feitiço </span></span><span style="font-size: medium;"><a data-vet-hash="contagion_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#contagion_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">contágio</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> como uma ação. Depois de ter sido usado três vezes, o presente sombrio desaparece.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O beneficiário deste presente sombrio cheira a sujeira.</span></span></p></div><div class="rd__b rd__b--3"><span style="font-size: medium;"><span class="rd__h rd__h--3" data-title-index="67" data-title-relative-index="0"> <span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Sarcófago do Sul.</span></span></span></span></span> <p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
vestígio dentro deste sarcófago oferece o presente sombrio de
Zrin-Hala, a Tempestade Uivante. O dom de Zrin-Hala é o poder de criar
raios. Este presente sombrio permite que seu beneficiário lance a magia </span></span><span style="font-size: medium;"><a data-vet-hash="lightning%20bolt_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#lightning%20bolt_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">raio</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> como uma ação. Depois de ter sido usado três vezes, o presente sombrio desaparece.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Assim que esse presente sombrio é recebido, um lado do rosto do beneficiário cede e perde todo o sentimento.</span></span></p></div><div class="rd__b rd__b--3"><span style="font-size: medium;"><span class="rd__h rd__h--3" data-title-index="68" data-title-relative-index="0"> <span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Sarcófago Oriental.</span></span></span></span></span> <p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
vestígio dentro deste sarcófago oferece o presente sombrio de Sykane, o
Soul Hungerer. O presente de Sykane é o poder de ressuscitar os
falecidos recentemente. Este presente sombrio permite que seu
beneficiário lance o feitiço </span></span><span style="font-size: medium;"><a data-vet-hash="raise%20dead_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#raise%20dead_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">ressuscitar os mortos</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> como uma ação. Depois de ter sido usado três vezes, o presente sombrio desaparece.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Assim
que esse presente sombrio é recebido, os olhos do beneficiário brilham
em um amarelo doentio até que o presente sombrio desapareça. O
beneficiário também ganha a seguinte falha: “Se ajudo alguém, espero
pagamento em troca”.</span></span></p></div></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="69" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X33b. Cofre de Maverus</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p192</span></span></span></span></span></h3></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A porta âmbar desta sala está selada com um feitiço </span></span><span style="font-size: medium;"><a data-vet-hash="arcane%20lock_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#arcane%20lock_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de fechadura arcana</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . A senha para suprimir o feitiço é “Maverus”. A porta é idêntica à porta da </span></span><a data-vet-entry="{"type":"entries","name":"X33a. Vault of Shalx","page":191,"id":"633","entries":["The amber door to this room is sealed with an {@spell arcane lock} spell. The password to suppress the spell is \"Shalx.\" A character can push open the doors with a successful DC 25 Strength check. The door (AC 15, 30 hit points) can also be smashed. If the door is reduced to 0 hit points, necrotic energy fills the 30-foot cube directly in front of it. A creature in the area takes 22 ({@dice 4d10}) necrotic damage, turning to dust and bones if reduced to 0 hit points.","Adjust the following text if the creatures in this room have already been encountered and destroyed.",{"type":"insetReadaloud","id":"634","entries":["This room has walls of glazed amber, a floor of red marble, and a rough-hewn shaft in the center of its ten-foot-high ceiling. Three amber sarcophagi stand in alcoves, and above each sarcophagus floats a human skull wreathed in green flame."]},"Three {@creature Flameskull||flameskulls} guard this room. They attack intruders on sight.","The shaft in the ceiling is 10 feet wide and 20 feet long, with abundant handholds. No ability check is required to climb it. The shaft leads up to {@area area X6|5e9|x}.","Characters who touch the amber sarcophagi are offered dark gifts by the evil vestiges contained within them (see the \"{@area Amber Sarcophagi|669|x}\" sidebar).",{"type":"entries","name":"West Sarcophagus","page":191,"id":"635","entries":["The vestige within this sarcophagus offers the dark gift of Fekre, Queen of Poxes. Fekre's gift is the power of spreading disease. This dark gift allows its beneficiary to cast the {@spell contagion} spell as an action. After it has been used three times, the dark gift vanishes.","The beneficiary of this dark gift reeks of filth."]},{"type":"entries","name":"South Sarcophagus","page":192,"id":"636","entries":["The vestige within this sarcophagus offers the dark gift of Zrin-Hala, the Howling Storm. Zrin-Hala's gift is the power to create lightning. This dark gift allows its beneficiary to cast the {@spell lightning bolt} spell as an action. After it has been used three times, the dark gift vanishes.","As soon as this dark gift is received, one side of the beneficiary's face sags and loses all feeling."]},{"type":"entries","name":"East Sarcophagus","page":192,"id":"637","entries":["The vestige within this sarcophagus offers the dark gift of Sykane, the Soul Hungerer. Sykane's gift is the power to raise the recently deceased. This dark gift allows its beneficiary to cast the {@spell raise dead} spell as an action. After it has been used three times, the dark gift vanishes.","As soon as this dark gift is received, the beneficiary's eyes glow a sickly yellow until the dark gift vanishes. The beneficiary also gains the following flaw: \"If I help someone, I expect payment in return.\""]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":1}" href="https://5e.tools/adventure.html#cos,14,x33a.%20vault%20of%20shalx,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área X33a</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--2" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esta sala tem paredes envidraçadas de âmbar, piso de mármore azul e três sarcófagos de âmbar em alcovas.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
teto aqui tem 3 metros de altura. Os personagens que tocam os
sarcófagos de âmbar recebem presentes sombrios pelos vestígios malignos
contidos neles (veja a barra lateral " </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Amber Sarcophagi","page":196,"id":"669","entries":["Characters who touch the amber sarcophagi are offered dark gifts by the evil vestiges contained within them (see the \"{@area Amber Sarcophagi|669|x}\" sidebar earlier in this chapter). Kasimir will know when he touches the east sarcophagus in this area that he has found the dark gift he seeks.",{"type":"entries","name":"West Sarcophagus","page":196,"id":"66a","entries":["The vestige within this sarcophagus offers \"the dark gift of the Vampyr\" to any humanoid creature of evil alignment that touches it. The Vampyr's gift is the immortality of undeath. If the dark gift is accepted, its effect doesn't occur until the following conditions are met, in the order given below. The creature becomes aware of the conditions only after accepting the dark gift.",{"type":"list","items":["The beneficiary slays another humanoid that loves or reveres him or her, then drinks the dead humanoid's blood within 1 hour of slaying it.","The beneficiary dies a violent death at the hands of one or more creatures that hate it."]},"When the conditions are met, the beneficiary instantly becomes a {@creature vampire} under the Dungeon Master's control (use the stat block in the {@book Monster Manual|MM}).","After receiving the dark gift, the beneficiary gains the following flaw: \"I am surrounded by hidden enemies that seek to destroy me. I can't trust anyone.\""]},{"type":"entries","name":"South Sarcophagus","page":196,"id":"66b","entries":["The vestige within this sarcophagus offers \"the dark gift of Tenebrous\" to any humanoid creature of evil alignment that can cast 9th-level wizard spells. Tenebrous's gift is the secret of lichdom. This dark gift grants its beneficiary the knowledge needed to perform the following tasks:",{"type":"list","items":["Craft a phylactery and imbue it with the power to contain the beneficiary's soul","Concoct a potion of transformation that turns the beneficiary into a lich"]},"Construction of the phylactery takes 10 days. Concocting the potion takes 3 days. The two items can't be crafted concurrently. When the beneficiary drinks the potion, he or she instantly transforms into a {@creature lich} under the Dungeon Master's control (use the stat block in the {@book Monster Manual|MM}, altering the lich's prepared spells as desired).","The beneficiary of this dark gift gains the following flaw: \"All I care about is acquiring new magic and arcane knowledge.\""]},{"type":"entries","name":"East Sarcophagus","page":196,"id":"66c","entries":["The vestige within this sarcophagus offers the dark gift of Zhudun, the Corpse Star. Zhudun's gift is the power to raise the ancient dead. As an action, the beneficiary of this dark gift can touch the remains of a dead creature and restore it to life. The effect is identical to that of the {@spell resurrection} spell, except that it works regardless of how long the creature has been dead. After it has been used once, the dark gift vanishes.","The beneficiary of this dark gift takes on a corpselike appearance and is easily mistaken for an undead."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":1}" href="https://5e.tools/adventure.html#cos,14,amber%20sarcophagi,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Sarcófagos de Âmbar</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ").</span></span></span></p><div class="rd__b rd__b--3"><span style="font-size: medium;"><span class="rd__h rd__h--3" data-title-index="70" data-title-relative-index="0"> <span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Sarcófago do Norte.</span></span></span></span></span> <p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
vestígio dentro deste sarcófago oferece o presente sombrio de Savnok, o
Inescrutível. O presente de Savnok é o poder de proteger a mente. Este
presente sombrio assume a forma de um feitiço de </span></span><span style="font-size: medium;"><a data-vet-hash="mind%20blank_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#mind%20blank_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">esvaziamento da mente</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> lançado no beneficiário. O feitiço tem duração estendida de 1 ano, após o qual o dom sombrio desaparece.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os olhos do beneficiário derretem ao receber este presente sombrio, deixando órbitas vazias que ainda podem ver.</span></span></p></div><div class="rd__b rd__b--3"><span style="font-size: medium;"><span class="rd__h rd__h--3" data-title-index="71" data-title-relative-index="1"> <span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Sarcófago Oriental.</span></span></span></span></span> <p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
vestígio dentro deste sarcófago oferece o presente sombrio de
Tarakamedes, a Serpente Túmulo. O dom de Tarakamedes é o poder de voar. O
beneficiário deste presente sombrio desenvolve asas esqueléticas e
ganha deslocamento de vôo de 15 metros.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
beneficiário deste presente sombrio deve comer ossos ou terra de
sepultura para sobreviver. Ao amanhecer, se a criatura não tiver comido
pelo menos meio quilo de ossos ou terra de sepultura nas últimas 24
horas, ela morre.</span></span></p></div><div class="rd__b rd__b--3"><span style="font-size: medium;"><span class="rd__h rd__h--3" data-title-index="72" data-title-relative-index="1"> <span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Sarcófago do Sul.</span></span></span></span></span> <p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
vestígio dentro deste sarcófago oferece o presente sombrio de
Shami-Amourae, a Senhora das Delícias. O dom de Shami-Amourae é o poder
de persuasão. Este dom sombrio permite que seu beneficiário lance a
magia </span></span><span style="font-size: medium;"><a data-vet-hash="suggestion_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#suggestion_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">sugestão</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
como uma ação, e os testes de resistência contra a magia têm
desvantagem. Depois de ter sido usado três vezes, o presente sombrio
desaparece.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
beneficiário deste presente sombrio ganha um dedo extra em cada mão,
bem como a seguinte falha: "Não consigo obter prazer suficiente. Desejo
que outros criem beleza para mim em todos os momentos."</span></span></p></div></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="73" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X33c. Cofre Medonho</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p192</span></span></span></span></span></h3></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A porta âmbar desta sala está aberta e a câmara cheira a morte.</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--2" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Este
quarto tem paredes envidraçadas em âmbar e piso de mármore verde
escuro. Três sarcófagos âmbar estão em alcovas. Dois humanóides
selvagens com pele cinza horrível olham para você avidamente com três
olhos – dois olhos normais e um terceiro olho sem pálpebras cego pela
catarata. Mais cinco estão agarrados às paredes e ao teto.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O teto aqui tem 3 metros de altura. Os sete </span></span><span style="font-size: medium;"><a data-vet-hash="ghast_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#ghast_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">fantasmas</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> famintos que vivem aqui lutam até a morte. Os fantasmas têm o seguinte recurso adicional:</span></span></span></p><div class="rd__b rd__b--3"><span style="font-size: medium;"><span class="rd__h rd__h--3" data-title-index="74" data-title-relative-index="0"> <span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Escalada de aranha.</span></span></span></span></span> <p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O fantasma pode escalar superfícies difíceis, inclusive tetos de cabeça para baixo, sem precisar fazer um teste de habilidade.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os
personagens que tocam os sarcófagos de âmbar recebem presentes sombrios
pelos vestígios malignos contidos neles (veja a barra lateral " </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Amber Sarcophagi","page":196,"id":"669","entries":["Characters who touch the amber sarcophagi are offered dark gifts by the evil vestiges contained within them (see the \"{@area Amber Sarcophagi|669|x}\" sidebar earlier in this chapter). Kasimir will know when he touches the east sarcophagus in this area that he has found the dark gift he seeks.",{"type":"entries","name":"West Sarcophagus","page":196,"id":"66a","entries":["The vestige within this sarcophagus offers \"the dark gift of the Vampyr\" to any humanoid creature of evil alignment that touches it. The Vampyr's gift is the immortality of undeath. If the dark gift is accepted, its effect doesn't occur until the following conditions are met, in the order given below. The creature becomes aware of the conditions only after accepting the dark gift.",{"type":"list","items":["The beneficiary slays another humanoid that loves or reveres him or her, then drinks the dead humanoid's blood within 1 hour of slaying it.","The beneficiary dies a violent death at the hands of one or more creatures that hate it."]},"When the conditions are met, the beneficiary instantly becomes a {@creature vampire} under the Dungeon Master's control (use the stat block in the {@book Monster Manual|MM}).","After receiving the dark gift, the beneficiary gains the following flaw: \"I am surrounded by hidden enemies that seek to destroy me. I can't trust anyone.\""]},{"type":"entries","name":"South Sarcophagus","page":196,"id":"66b","entries":["The vestige within this sarcophagus offers \"the dark gift of Tenebrous\" to any humanoid creature of evil alignment that can cast 9th-level wizard spells. Tenebrous's gift is the secret of lichdom. This dark gift grants its beneficiary the knowledge needed to perform the following tasks:",{"type":"list","items":["Craft a phylactery and imbue it with the power to contain the beneficiary's soul","Concoct a potion of transformation that turns the beneficiary into a lich"]},"Construction of the phylactery takes 10 days. Concocting the potion takes 3 days. The two items can't be crafted concurrently. When the beneficiary drinks the potion, he or she instantly transforms into a {@creature lich} under the Dungeon Master's control (use the stat block in the {@book Monster Manual|MM}, altering the lich's prepared spells as desired).","The beneficiary of this dark gift gains the following flaw: \"All I care about is acquiring new magic and arcane knowledge.\""]},{"type":"entries","name":"East Sarcophagus","page":196,"id":"66c","entries":["The vestige within this sarcophagus offers the dark gift of Zhudun, the Corpse Star. Zhudun's gift is the power to raise the ancient dead. As an action, the beneficiary of this dark gift can touch the remains of a dead creature and restore it to life. The effect is identical to that of the {@spell resurrection} spell, except that it works regardless of how long the creature has been dead. After it has been used once, the dark gift vanishes.","The beneficiary of this dark gift takes on a corpselike appearance and is easily mistaken for an undead."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":1}" href="https://5e.tools/adventure.html#cos,14,amber%20sarcophagi,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Sarcófagos de Âmbar</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ").</span></span></span></p></div><div class="rd__b rd__b--3"><span style="font-size: medium;"><span class="rd__h rd__h--3" data-title-index="75" data-title-relative-index="1"> <span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Sarcófago do Norte.</span></span></span></span></span> <p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
vestígio dentro deste sarcófago oferece o presente sombrio de Drizlash,
a Aranha de Nove Olhos. O dom de Drizlash é o poder de andar em paredes
e tetos. Este presente sombrio permite que seu beneficiário escale
superfícies difíceis, inclusive de cabeça para baixo em tetos, sem
precisar fazer um teste de habilidade.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O beneficiário deste presente sombrio cria um olho extra em algum lugar de seu corpo. O olho está cego e sempre aberto.</span></span></p></div><div class="rd__b rd__b--3"><span style="font-size: medium;"><span class="rd__h rd__h--3" data-title-index="76" data-title-relative-index="2"> <span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Sarcófago Oriental.</span></span></span></span></span> <p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
vestígio dentro deste sarcófago oferece o presente sombrio de
Dahlver-Nar, Aquele dos Muitos Dentes. O presente de Dahlver-Nar é o
poder de viver muitas vidas. Ao receber este presente sombrio, o
beneficiário reencarna instantaneamente ao morrer, como se fosse alvo de
um feitiço </span></span><span style="font-size: medium;"><a data-vet-hash="reincarnate_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#reincarnate_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de reencarnação</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . O novo corpo aparece a até 3 metros do antigo. Depois de ter sido usado três vezes, o presente sombrio desaparece.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O beneficiário deste presente sombrio perde todos os dentes até reencarnar pela terceira e última vez.</span></span></p></div><div class="rd__b rd__b--3"><span style="font-size: medium;"><span class="rd__h rd__h--3" data-title-index="77" data-title-relative-index="2"> <span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Sarcófago do Sul.</span></span></span></span></span> <p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
vestígio dentro deste sarcófago oferece o presente sombrio de Zantras, o
Fazedor de Reis. O dom de Zantras é o poder que vem de uma grande
presença e força de personalidade. Este presente sombrio aumenta o
Carisma do beneficiário em 4, até um máximo de 22.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O beneficiário deste presente sombrio ganha a seguinte falha: “Não aceito não como resposta”.</span></span></p></div></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="78" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X33d. Cofre violado</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p192</span></span></span></span></span></h3></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A porta âmbar desta sala está aberta.</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--2" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Este
quarto tem paredes envidraçadas em âmbar e piso de mármore preto
arroxeado. Dois sarcófagos âmbar estão em alcovas a oeste e a leste. Um
terceiro sarcófago que ficava na alcova norte está quebrado no chão.
Agrupadas no meio da sala estão quatro criaturas repulsivas e curvadas.
Cada um tem um único olho grande e sinistro.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As criaturas reunidas nesta sala são quatro </span></span><span style="font-size: medium;"><a data-vet-hash="nothic_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#nothic_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">nothics</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
– ex-bruxos reduzidos a esse estado maligno por sua busca louca por
conhecimentos proibidos. Os nóticos usam seu recurso Weird Insight para
extrair segredos dos personagens. Embora esse poder seja terrivelmente
invasivo, os nóticos não consideram sua intromissão ofensiva e,
portanto, ficam surpresos se os personagens retaliarem. Os nóticos lutam
apenas se um deles for abordado ou se os personagens tentarem destruir
os sarcófagos de âmbar.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os
personagens que tocam os sarcófagos de âmbar recebem presentes sombrios
pelos vestígios malignos contidos neles (veja a barra lateral " </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Amber Sarcophagi","page":196,"id":"669","entries":["Characters who touch the amber sarcophagi are offered dark gifts by the evil vestiges contained within them (see the \"{@area Amber Sarcophagi|669|x}\" sidebar earlier in this chapter). Kasimir will know when he touches the east sarcophagus in this area that he has found the dark gift he seeks.",{"type":"entries","name":"West Sarcophagus","page":196,"id":"66a","entries":["The vestige within this sarcophagus offers \"the dark gift of the Vampyr\" to any humanoid creature of evil alignment that touches it. The Vampyr's gift is the immortality of undeath. If the dark gift is accepted, its effect doesn't occur until the following conditions are met, in the order given below. The creature becomes aware of the conditions only after accepting the dark gift.",{"type":"list","items":["The beneficiary slays another humanoid that loves or reveres him or her, then drinks the dead humanoid's blood within 1 hour of slaying it.","The beneficiary dies a violent death at the hands of one or more creatures that hate it."]},"When the conditions are met, the beneficiary instantly becomes a {@creature vampire} under the Dungeon Master's control (use the stat block in the {@book Monster Manual|MM}).","After receiving the dark gift, the beneficiary gains the following flaw: \"I am surrounded by hidden enemies that seek to destroy me. I can't trust anyone.\""]},{"type":"entries","name":"South Sarcophagus","page":196,"id":"66b","entries":["The vestige within this sarcophagus offers \"the dark gift of Tenebrous\" to any humanoid creature of evil alignment that can cast 9th-level wizard spells. Tenebrous's gift is the secret of lichdom. This dark gift grants its beneficiary the knowledge needed to perform the following tasks:",{"type":"list","items":["Craft a phylactery and imbue it with the power to contain the beneficiary's soul","Concoct a potion of transformation that turns the beneficiary into a lich"]},"Construction of the phylactery takes 10 days. Concocting the potion takes 3 days. The two items can't be crafted concurrently. When the beneficiary drinks the potion, he or she instantly transforms into a {@creature lich} under the Dungeon Master's control (use the stat block in the {@book Monster Manual|MM}, altering the lich's prepared spells as desired).","The beneficiary of this dark gift gains the following flaw: \"All I care about is acquiring new magic and arcane knowledge.\""]},{"type":"entries","name":"East Sarcophagus","page":196,"id":"66c","entries":["The vestige within this sarcophagus offers the dark gift of Zhudun, the Corpse Star. Zhudun's gift is the power to raise the ancient dead. As an action, the beneficiary of this dark gift can touch the remains of a dead creature and restore it to life. The effect is identical to that of the {@spell resurrection} spell, except that it works regardless of how long the creature has been dead. After it has been used once, the dark gift vanishes.","The beneficiary of this dark gift takes on a corpselike appearance and is easily mistaken for an undead."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":1}" href="https://5e.tools/adventure.html#cos,14,amber%20sarcophagi,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Sarcófagos de Âmbar</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ").</span></span></span></p><div class="rd__b rd__b--3"><span style="font-size: medium;"><span class="rd__h rd__h--3" data-title-index="79" data-title-relative-index="1"> <span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Sarcófago Ocidental.</span></span></span></span></span> <p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
vestígio dentro deste sarcófago oferece o presente sombrio de Delban, a
Estrela do Gelo e do Ódio. O presente de Delban é o poder de liberar um
frio mortal. Este presente sombrio permite que seu beneficiário lance o
feitiço </span></span><span style="font-size: medium;"><a data-vet-hash="cone%20of%20cold_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#cone%20of%20cold_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">cone de frio</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
como uma ação. Depois de ter sido usado sete vezes, o presente sombrio
desaparece. Até que desapareça, o beneficiário também ganha os
benefícios de um </span></span><a data-vet-hash="ring%20of%20warmth_dmg" data-vet-page="items.html" data-vet-source="DMG" href="https://5e.tools/items.html#ring%20of%20warmth_dmg"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">anel de calor</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O beneficiário deste presente sombrio ganha a seguinte falha: “O fogo me aterroriza”.</span></span></p></div><div class="rd__b rd__b--3"><span style="font-size: medium;"><span class="rd__h rd__h--3" data-title-index="80" data-title-relative-index="2"> <span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Sarcófago do Norte.</span></span></span></span></span> <p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Este sarcófago foi destruído de uma forma que sugere que o vestígio dentro dele de alguma forma se libertou.</span></span></p></div><div class="rd__b rd__b--3"><span style="font-size: medium;"><span class="rd__h rd__h--3" data-title-index="81" data-title-relative-index="3"> <span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Sarcófago Oriental.</span></span></span></span></span> <p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
vestígio dentro deste sarcófago oferece o presente sombrio de Khirad, a
Estrela dos Segredos. O presente de Khirad é o poder da adivinhação.
Este dom permite que seu beneficiário lance a magia </span></span><span style="font-size: medium;"><a data-vet-hash="scrying_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#scrying_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">vidência</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> como uma ação. Depois de ter sido usado três vezes, o presente sombrio desaparece.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A voz do beneficiário torna-se um sussurro baixo e seu sorriso torna-se cruel e maligno.</span></span></p></div></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="82" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X33e. Cofre de Harkotha</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p193</span></span></span></span></span></h3></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A porta âmbar desta sala está selada com um feitiço </span></span><span style="font-size: medium;"><a data-vet-hash="arcane%20lock_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#arcane%20lock_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de fechadura arcana</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . A senha para suprimir o feitiço é “Harkotha”. A porta é idêntica à porta da </span></span><a data-vet-entry="{"type":"entries","name":"X33a. Vault of Shalx","page":191,"id":"633","entries":["The amber door to this room is sealed with an {@spell arcane lock} spell. The password to suppress the spell is \"Shalx.\" A character can push open the doors with a successful DC 25 Strength check. The door (AC 15, 30 hit points) can also be smashed. If the door is reduced to 0 hit points, necrotic energy fills the 30-foot cube directly in front of it. A creature in the area takes 22 ({@dice 4d10}) necrotic damage, turning to dust and bones if reduced to 0 hit points.","Adjust the following text if the creatures in this room have already been encountered and destroyed.",{"type":"insetReadaloud","id":"634","entries":["This room has walls of glazed amber, a floor of red marble, and a rough-hewn shaft in the center of its ten-foot-high ceiling. Three amber sarcophagi stand in alcoves, and above each sarcophagus floats a human skull wreathed in green flame."]},"Three {@creature Flameskull||flameskulls} guard this room. They attack intruders on sight.","The shaft in the ceiling is 10 feet wide and 20 feet long, with abundant handholds. No ability check is required to climb it. The shaft leads up to {@area area X6|5e9|x}.","Characters who touch the amber sarcophagi are offered dark gifts by the evil vestiges contained within them (see the \"{@area Amber Sarcophagi|669|x}\" sidebar).",{"type":"entries","name":"West Sarcophagus","page":191,"id":"635","entries":["The vestige within this sarcophagus offers the dark gift of Fekre, Queen of Poxes. Fekre's gift is the power of spreading disease. This dark gift allows its beneficiary to cast the {@spell contagion} spell as an action. After it has been used three times, the dark gift vanishes.","The beneficiary of this dark gift reeks of filth."]},{"type":"entries","name":"South Sarcophagus","page":192,"id":"636","entries":["The vestige within this sarcophagus offers the dark gift of Zrin-Hala, the Howling Storm. Zrin-Hala's gift is the power to create lightning. This dark gift allows its beneficiary to cast the {@spell lightning bolt} spell as an action. After it has been used three times, the dark gift vanishes.","As soon as this dark gift is received, one side of the beneficiary's face sags and loses all feeling."]},{"type":"entries","name":"East Sarcophagus","page":192,"id":"637","entries":["The vestige within this sarcophagus offers the dark gift of Sykane, the Soul Hungerer. Sykane's gift is the power to raise the recently deceased. This dark gift allows its beneficiary to cast the {@spell raise dead} spell as an action. After it has been used three times, the dark gift vanishes.","As soon as this dark gift is received, the beneficiary's eyes glow a sickly yellow until the dark gift vanishes. The beneficiary also gains the following flaw: \"If I help someone, I expect payment in return.\""]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":1}" href="https://5e.tools/adventure.html#cos,14,x33a.%20vault%20of%20shalx,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área X33a</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--2" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esta sala tem paredes envidraçadas de âmbar, piso de mármore preto com veios vermelhos e três sarcófagos de âmbar em alcovas.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">No centro da sala, um </span></span><span style="font-size: medium;"><a data-vet-hash="death%20slaad_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#death%20slaad_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">slaad da morte</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> lançou </span></span><a data-vet-hash="invisibility_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#invisibility_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">invisibilidade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
sobre si mesmo e está pronto com sua espada larga na mão. O slaad ataca
qualquer um que entre na sala, lutando até ser morto. Não pode sair do
Templo de Âmbar.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os
personagens que tocam os sarcófagos de âmbar recebem presentes sombrios
pelos vestígios malignos contidos neles (veja a barra lateral " </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Amber Sarcophagi","page":196,"id":"669","entries":["Characters who touch the amber sarcophagi are offered dark gifts by the evil vestiges contained within them (see the \"{@area Amber Sarcophagi|669|x}\" sidebar earlier in this chapter). Kasimir will know when he touches the east sarcophagus in this area that he has found the dark gift he seeks.",{"type":"entries","name":"West Sarcophagus","page":196,"id":"66a","entries":["The vestige within this sarcophagus offers \"the dark gift of the Vampyr\" to any humanoid creature of evil alignment that touches it. The Vampyr's gift is the immortality of undeath. If the dark gift is accepted, its effect doesn't occur until the following conditions are met, in the order given below. The creature becomes aware of the conditions only after accepting the dark gift.",{"type":"list","items":["The beneficiary slays another humanoid that loves or reveres him or her, then drinks the dead humanoid's blood within 1 hour of slaying it.","The beneficiary dies a violent death at the hands of one or more creatures that hate it."]},"When the conditions are met, the beneficiary instantly becomes a {@creature vampire} under the Dungeon Master's control (use the stat block in the {@book Monster Manual|MM}).","After receiving the dark gift, the beneficiary gains the following flaw: \"I am surrounded by hidden enemies that seek to destroy me. I can't trust anyone.\""]},{"type":"entries","name":"South Sarcophagus","page":196,"id":"66b","entries":["The vestige within this sarcophagus offers \"the dark gift of Tenebrous\" to any humanoid creature of evil alignment that can cast 9th-level wizard spells. Tenebrous's gift is the secret of lichdom. This dark gift grants its beneficiary the knowledge needed to perform the following tasks:",{"type":"list","items":["Craft a phylactery and imbue it with the power to contain the beneficiary's soul","Concoct a potion of transformation that turns the beneficiary into a lich"]},"Construction of the phylactery takes 10 days. Concocting the potion takes 3 days. The two items can't be crafted concurrently. When the beneficiary drinks the potion, he or she instantly transforms into a {@creature lich} under the Dungeon Master's control (use the stat block in the {@book Monster Manual|MM}, altering the lich's prepared spells as desired).","The beneficiary of this dark gift gains the following flaw: \"All I care about is acquiring new magic and arcane knowledge.\""]},{"type":"entries","name":"East Sarcophagus","page":196,"id":"66c","entries":["The vestige within this sarcophagus offers the dark gift of Zhudun, the Corpse Star. Zhudun's gift is the power to raise the ancient dead. As an action, the beneficiary of this dark gift can touch the remains of a dead creature and restore it to life. The effect is identical to that of the {@spell resurrection} spell, except that it works regardless of how long the creature has been dead. After it has been used once, the dark gift vanishes.","The beneficiary of this dark gift takes on a corpselike appearance and is easily mistaken for an undead."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":1}" href="https://5e.tools/adventure.html#cos,14,amber%20sarcophagi,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Sarcófagos de Âmbar</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ").</span></span></span></p><div class="rd__b rd__b--3"><span style="font-size: medium;"><span class="rd__h rd__h--3" data-title-index="83" data-title-relative-index="3"> <span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Sarcófago do Norte.</span></span></span></span></span> <p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
vestígio dentro deste sarcófago oferece o presente sombrio de Yrrga, o
Olho das Sombras. O dom de Yrrga é o poder de ver a verdade. Este
presente sombrio concede ao seu beneficiário os benefícios da </span></span><span style="font-size: medium;"><span class="help help--hover" data-vet-hash="truesight_phb" data-vet-is-faux-page="true" data-vet-page="sense" data-vet-source="PHB"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">visão verdadeira</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> em um alcance de 18 metros. Esses benefícios duram 30 dias, após os quais o presente sombrio desaparece.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os
olhos do beneficiário tornam-se vazios estrelados até que o presente
sombrio desapareça. O beneficiário deste presente sombrio também ganha a
seguinte falha: “Acredito que toda a vida é inútil e anseio pela morte
quando ela finalmente chegar”.</span></span></p></div><div class="rd__b rd__b--3"><span style="font-size: medium;"><span class="rd__h rd__h--3" data-title-index="84" data-title-relative-index="2"> <span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Sarcófago Ocidental.</span></span></span></span></span> <p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
vestígio dentro deste sarcófago oferece o presente sombrio do Grande
Taar Haak, o Destruidor de Cinco Cabeças. O presente de Taar Haak é uma
grande força. Este presente sombrio concede ao seu beneficiário o
benefício de um </span></span><span style="font-size: medium;"><a data-vet-hash="belt%20of%20fire%20giant%20strength_dmg" data-vet-page="items.html" data-vet-source="DMG" href="https://5e.tools/items.html#belt%20of%20fire%20giant%20strength_dmg"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">cinturão de força gigante de fogo</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . Este benefício dura 10 dias, após os quais o presente sombrio desaparece.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
beneficiário deste presente sombrio tem a seguinte falha: “Gosto de
intimidar os outros e fazê-los sentir-se fracos e inferiores”.</span></span></p></div><div class="rd__b rd__b--3"><span style="font-size: medium;"><span class="rd__h rd__h--3" data-title-index="85" data-title-relative-index="3"> <span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Sarcófago do Sul.</span></span></span></span></span> <p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
vestígio dentro deste sarcófago oferece o presente sombrio de Yog, o
Invencível. O dom de Yog é a resiliência física. Este presente sombrio
aumenta o máximo de pontos de vida do beneficiário em 30. Este benefício
dura 10 dias, após os quais o presente sombrio desaparece.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Pele preta e oleosa cobre o rosto e o corpo do beneficiário.</span></span></p></div></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="86" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X33f. Cofre de Thangob</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p193</span></span></span></span></span></h3></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A porta âmbar desta sala está selada com um feitiço </span></span><span style="font-size: medium;"><a data-vet-hash="arcane%20lock_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#arcane%20lock_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de fechadura arcana</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . A senha para suprimir o feitiço é “Thangob”. A porta é idêntica à porta da </span></span><a data-vet-entry="{"type":"entries","name":"X33a. Vault of Shalx","page":191,"id":"633","entries":["The amber door to this room is sealed with an {@spell arcane lock} spell. The password to suppress the spell is \"Shalx.\" A character can push open the doors with a successful DC 25 Strength check. The door (AC 15, 30 hit points) can also be smashed. If the door is reduced to 0 hit points, necrotic energy fills the 30-foot cube directly in front of it. A creature in the area takes 22 ({@dice 4d10}) necrotic damage, turning to dust and bones if reduced to 0 hit points.","Adjust the following text if the creatures in this room have already been encountered and destroyed.",{"type":"insetReadaloud","id":"634","entries":["This room has walls of glazed amber, a floor of red marble, and a rough-hewn shaft in the center of its ten-foot-high ceiling. Three amber sarcophagi stand in alcoves, and above each sarcophagus floats a human skull wreathed in green flame."]},"Three {@creature Flameskull||flameskulls} guard this room. They attack intruders on sight.","The shaft in the ceiling is 10 feet wide and 20 feet long, with abundant handholds. No ability check is required to climb it. The shaft leads up to {@area area X6|5e9|x}.","Characters who touch the amber sarcophagi are offered dark gifts by the evil vestiges contained within them (see the \"{@area Amber Sarcophagi|669|x}\" sidebar).",{"type":"entries","name":"West Sarcophagus","page":191,"id":"635","entries":["The vestige within this sarcophagus offers the dark gift of Fekre, Queen of Poxes. Fekre's gift is the power of spreading disease. This dark gift allows its beneficiary to cast the {@spell contagion} spell as an action. After it has been used three times, the dark gift vanishes.","The beneficiary of this dark gift reeks of filth."]},{"type":"entries","name":"South Sarcophagus","page":192,"id":"636","entries":["The vestige within this sarcophagus offers the dark gift of Zrin-Hala, the Howling Storm. Zrin-Hala's gift is the power to create lightning. This dark gift allows its beneficiary to cast the {@spell lightning bolt} spell as an action. After it has been used three times, the dark gift vanishes.","As soon as this dark gift is received, one side of the beneficiary's face sags and loses all feeling."]},{"type":"entries","name":"East Sarcophagus","page":192,"id":"637","entries":["The vestige within this sarcophagus offers the dark gift of Sykane, the Soul Hungerer. Sykane's gift is the power to raise the recently deceased. This dark gift allows its beneficiary to cast the {@spell raise dead} spell as an action. After it has been used three times, the dark gift vanishes.","As soon as this dark gift is received, the beneficiary's eyes glow a sickly yellow until the dark gift vanishes. The beneficiary also gains the following flaw: \"If I help someone, I expect payment in return.\""]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":1}" href="https://5e.tools/adventure.html#cos,14,x33a.%20vault%20of%20shalx,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área X33a</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esta sala tem paredes envidraçadas de âmbar, piso de mármore acinzentado com veios pretos e três sarcófagos de âmbar em alcovas.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os
personagens que tocam os sarcófagos de âmbar recebem presentes sombrios
pelos vestígios malignos contidos neles (veja a barra lateral " </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Amber Sarcophagi","page":196,"id":"669","entries":["Characters who touch the amber sarcophagi are offered dark gifts by the evil vestiges contained within them (see the \"{@area Amber Sarcophagi|669|x}\" sidebar earlier in this chapter). Kasimir will know when he touches the east sarcophagus in this area that he has found the dark gift he seeks.",{"type":"entries","name":"West Sarcophagus","page":196,"id":"66a","entries":["The vestige within this sarcophagus offers \"the dark gift of the Vampyr\" to any humanoid creature of evil alignment that touches it. The Vampyr's gift is the immortality of undeath. If the dark gift is accepted, its effect doesn't occur until the following conditions are met, in the order given below. The creature becomes aware of the conditions only after accepting the dark gift.",{"type":"list","items":["The beneficiary slays another humanoid that loves or reveres him or her, then drinks the dead humanoid's blood within 1 hour of slaying it.","The beneficiary dies a violent death at the hands of one or more creatures that hate it."]},"When the conditions are met, the beneficiary instantly becomes a {@creature vampire} under the Dungeon Master's control (use the stat block in the {@book Monster Manual|MM}).","After receiving the dark gift, the beneficiary gains the following flaw: \"I am surrounded by hidden enemies that seek to destroy me. I can't trust anyone.\""]},{"type":"entries","name":"South Sarcophagus","page":196,"id":"66b","entries":["The vestige within this sarcophagus offers \"the dark gift of Tenebrous\" to any humanoid creature of evil alignment that can cast 9th-level wizard spells. Tenebrous's gift is the secret of lichdom. This dark gift grants its beneficiary the knowledge needed to perform the following tasks:",{"type":"list","items":["Craft a phylactery and imbue it with the power to contain the beneficiary's soul","Concoct a potion of transformation that turns the beneficiary into a lich"]},"Construction of the phylactery takes 10 days. Concocting the potion takes 3 days. The two items can't be crafted concurrently. When the beneficiary drinks the potion, he or she instantly transforms into a {@creature lich} under the Dungeon Master's control (use the stat block in the {@book Monster Manual|MM}, altering the lich's prepared spells as desired).","The beneficiary of this dark gift gains the following flaw: \"All I care about is acquiring new magic and arcane knowledge.\""]},{"type":"entries","name":"East Sarcophagus","page":196,"id":"66c","entries":["The vestige within this sarcophagus offers the dark gift of Zhudun, the Corpse Star. Zhudun's gift is the power to raise the ancient dead. As an action, the beneficiary of this dark gift can touch the remains of a dead creature and restore it to life. The effect is identical to that of the {@spell resurrection} spell, except that it works regardless of how long the creature has been dead. After it has been used once, the dark gift vanishes.","The beneficiary of this dark gift takes on a corpselike appearance and is easily mistaken for an undead."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":1}" href="https://5e.tools/adventure.html#cos,14,amber%20sarcophagi,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Sarcófagos de Âmbar</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ").</span></span></span></p><div class="rd__b rd__b--3"><span style="font-size: medium;"><span class="rd__h rd__h--3" data-title-index="87" data-title-relative-index="3"> <span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Sarcófago Ocidental.</span></span></span></span></span> <p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
vestígio dentro deste sarcófago oferece o presente sombrio de Norganas,
o Dedo do Esquecimento. O dom de Norganas é o poder de transformar vida
em morte. Este presente sombrio permite que seu beneficiário lance o
feitiço </span></span><span style="font-size: medium;"><a data-vet-hash="finger%20of%20death_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#finger%20of%20death_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">do dedo da morte</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
como uma ação. Depois de ter sido usado três vezes, o presente sombrio
desaparece. Quando ele desaparece, o beneficiário deve ser bem sucedido
em um teste de resistência de Constituição CD 15 ou cairá para 0 pontos
de vida.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Este presente sombrio torna o sangue do beneficiário preto e viscoso, como alcatrão.</span></span></p></div><div class="rd__b rd__b--3"><span style="font-size: medium;"><span class="rd__h rd__h--3" data-title-index="88" data-title-relative-index="4"> <span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Sarcófago do Sul.</span></span></span></span></span> <p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
vestígio dentro deste sarcófago oferece o presente sombrio de Vaund, o
Evasivo. O presente de Vaund é o poder da evasão. Este presente sombrio
concede ao seu beneficiário os benefícios de um </span></span><span style="font-size: medium;"><a data-vet-hash="amulet%20of%20proof%20against%20detection%20and%20location_dmg" data-vet-page="items.html" data-vet-source="DMG" href="https://5e.tools/items.html#amulet%20of%20proof%20against%20detection%20and%20location_dmg"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">amuleto de prova contra detecção e localização</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e um </span></span><a data-vet-hash="ring%20of%20evasion_dmg" data-vet-page="items.html" data-vet-source="DMG" href="https://5e.tools/items.html#ring%20of%20evasion_dmg"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">anel de evasão</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . Esses benefícios duram 10 dias, após os quais o presente sombrio desaparece.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
beneficiário deste presente sombrio fica inquieto e nervoso, e também
ganha a seguinte falha: "Não consigo dar uma resposta direta a qualquer
pergunta que me seja feita."</span></span></p></div><div class="rd__b rd__b--3"><span style="font-size: medium;"><span class="rd__h rd__h--3" data-title-index="89" data-title-relative-index="4"> <span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Sarcófago Oriental.</span></span></span></span></span> <p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
vestígio dentro deste sarcófago oferece o presente sombrio de Seriach, o
Sussurrador do Cão Infernal. O dom de Seriach é o poder de invocar e
controlar cães infernais. Como uma ação, o beneficiário deste presente
sombrio pode invocar e controlar dois </span></span><span style="font-size: medium;"><a data-vet-hash="hell%20hound_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#hell%20hound_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">cães infernais</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
. Ambos os cães aparecem ao mesmo tempo. O beneficiário pode invocar
cães apenas uma vez, e o presente sombrio desaparece quando eles morrem.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
beneficiário ganha a capacidade de falar e entender o Infernal, caso
ainda não conheça o idioma. (Os cães infernais não entendem outra
língua.) Fumaça sulfurosa sai dos poros do beneficiário sempre que ele
ou ela fala Infernal.</span></span></p></div></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="90" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X34. Quarto do Feiticeiro</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p194</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma
cama de mármore branco fica no centro deste quarto de pedra nua, com o
colchão apodrecido há muito tempo. Falcões dourados empoleiram-se no
topo dos postes dos cantos da cama. Os móveis restantes da sala foram
reduzidos a montes cobertos de poeira. Teias de aranha cobrem sigilos
arcanos esculpidos nas paredes.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
teto aqui tem 3 metros de altura. Os sigilos que cobrem as paredes já
foram proteções projetadas para proteger o conteúdo da sala contra
roubo, mas sua magia foi sangrada e não podem mais prejudicar ninguém.</span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="91" data-title-relative-index="7"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Tesouro</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p194</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os quatro falcões dourados valem 250 PO cada.</span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="92" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X35. Guardião Adormecido</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p194</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
mobília desta sala de pedra nua sucumbiu à decrepitude. Parada no
centro da sala, com a cabeça raspando o teto de três metros de altura,
está uma construção com formato vagamente humano, feita de madeira
escura e ferro rebitado. Sua cabeça com elmo olha cegamente em sua
direção. As teias de aranha estendem-se desde este terrível artifício
até aos móveis destruídos que o rodeiam.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Este quarto já foi o quarto de um bruxo. A construção é um </span><a data-vet-hash="shield%20guardian_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#shield%20guardian_mm"><span style="vertical-align: inherit;">guardião de escudo </span></a></span><span style="font-size: medium;"><a data-vet-hash="incapacitated_phb" data-vet-page="conditionsdiseases.html" data-vet-source="PHB" href="https://5e.tools/conditionsdiseases.html#incapacitated_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">incapacitado</span></span></a> <span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . Seu amuleto de controle pode ser encontrado na </span><a data-vet-entry="{"type":"entries","name":"X9. Lecture Hall","page":185,"id":"5f0","entries":[{"type":"insetReadaloud","id":"5f1","entries":["This chamber is brightly lit by red copper lanthorns that hang from the ceiling. The walls are sheathed in amber that has been shaped into bas-reliefs of wizards with spellbooks. Stairs to the north and south descend twenty feet to an obsidian lectern, behind which a slab of black slate hangs from chains. Between the stairs are descending rows of red marble benches. "]},"The hanging lanthorns have {@spell continual flame} spells cast on them. The black slate slab once served as a chalkboard and has a few chalk marks on it.",{"type":"image","href":{"type":"internal","path":"adventure/CoS/119-cos13-03.webp"},"title":"{@creature Vilnius|CoS} and Quasit","width":845,"height":1000},"Hiding behind the lectern is {@creature Vilnius|CoS} (NE male human {@creature mage}) and his {@condition invisible} {@creature quasit} familiar. Characters who have a passive Wisdom ({@skill Perception}) score of 17 or higher notice him. A character who actively searches the room for hidden occupants spots {@creature Vilnius|CoS} with a successful DC 12 Wisdom ({@skill Perception}) check.","{@creature Vilnius|CoS} wears scorched robes, his unkempt hair is half burned away, and his face and arms are covered with blisters from magic fire. He is the apprentice of Jakarion, the dead wizard in {@area area X17|604|x}. After the flameskulls there incinerated his master, the wounded {@creature Vilnius|CoS} retreated here. He eats vermin to survive. The {@creature amber golem|CoS} has been patrolling the hallway outside ({@area area X8|5ee|x}), and {@creature Vilnius|CoS} won't leave this room until he knows the golem has been destroyed.","{@creature Vilnius|CoS} is a greedy, treacherous coward. He curses his dead master for leading them to this wretched land. If the characters try to befriend him, he is suspicious of their intentions. He would like to retrieve his dead master's staff and spellbook, but otherwise he has no interest in exploring more of the Amber Temple. He knows the following information about the place:",{"type":"list","items":["The temple is a haven for forbidden knowledge.","Flameskulls—constructs made from the remains of dead wizards—guard the temple.","Barbaric mountain folk use the temple for shelter."]},{"type":"entries","name":"Treasure","page":186,"id":"5f2","entries":["{@creature Vilnius|CoS} carries his spellbook, which contains all the spells he has prepared. He also has a gold amulet shaped like an upside-down V hidden under his robes. Of exquisite design, the amulet is worth 1,000 gp. It is the {@item Master's Amulet|MM|control amulet} for the {@creature shield guardian} in {@area area X35|655|x}.","Although he can tell that the amulet is magical, he doesn't know its purpose. The amulet thrums when it comes within 10 feet of the shield guardian. If {@creature Vilnius|CoS} realizes what the amulet does, he won't part with it."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x9.%20lecture%20hall,0"><span style="vertical-align: inherit;">área X9</span></a><span style="vertical-align: inherit;"> .</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="93" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X36. Salão Inferior Oeste</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p194</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
âmbar brilhante cobre as paredes e o teto deste enorme salão como mel
esculpido, e a poeira cobre o chão de mármore preto. O teto abobadado
tem vinte e cinco pés de altura. Instaladas nas paredes, a uma altura de
um metro e meio, há saliências âmbar forradas com estátuas de alabastro
em tamanho real de gatos, sapos, falcões, corujas, ratos, corvos,
cobras, sapos e doninhas. Muitas das estátuas caíram de seus poleiros e
estão destroçadas no chão.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma porta âmbar na parede norte está aberta. Quatro outras portas âmbar a oeste e sul estão fechadas.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As estátuas de animais representam diferentes tipos de familiares e são inofensivas.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="94" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X37. Quarto do Feiticeiro</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p194</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Móveis feitos de madeira antiga e incolor desabaram sob o próprio peso e agora estão cobertos de teias de aranha e poeira.</span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="95" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X38. Quarto Assombrado</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p194</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Este
quarto, que já foi um quarto de dormir, está repleto de móveis
quebrados. Espalhados pelo quarto estão os restos de uma cama, um
guarda-roupa, dois baús, três castiçais altos, uma escrivaninha, uma
estante e várias cadeiras. Livros rasgados, canetas de pena velhas e
roupas esfarrapadas também estão espalhados.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O teto aqui tem 3 metros de altura. Um </span></span><span style="font-size: medium;"><a data-vet-hash="poltergeist_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#poltergeist_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">poltergeist</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (veja a entrada </span></span><a data-vet-hash="specter_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#specter_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">do espectro</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> no </span></span><a href="https://5e.tools/book.html#MM"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Manual dos Monstros</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) assombra esta sala e telecineticamente atira móveis quebrados em intrusos para não revelar sua localização.</span></span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="96" data-title-relative-index="8"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Tesouro</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p194</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma busca na sala revela um tubo de pergaminho de madeira contendo um </span></span><span style="font-size: medium;"><a data-vet-hash="spell%20scroll_dmg" data-vet-page="items.html" data-vet-source="DMG" href="https://5e.tools/items.html#spell%20scroll_dmg"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">pergaminho mágico</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> intacto de </span></span><a data-vet-hash="wall%20of%20fire_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#wall%20of%20fire_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">parede de fogo</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="97" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X39. Tesouro saqueado</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p194</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As
portas de âmbar que outrora selavam esta grande sala de pedra foram
quebradas, e seus pedaços jaziam entre ossos esmagados, armaduras e
armas.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
teto aqui tem 30 pés de altura e é plano. Um buraco de 3 metros
quadrados no canto noroeste do teto se forma magicamente se o baú de
ferro na </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"X26. Secret Alcove","page":188,"id":"61a","entries":["Two secret doors lead to this room. When either door is pulled open, read:",{"type":"insetReadaloud","id":"61b","entries":["Hundreds of skulls fall out of a cavity behind the door."]},"This room has a 30-foot-high ceiling and is packed floor to ceiling with human skulls. It takes 5 minutes for a single character to clear a path into the room. Multiple characters can work together to clear a path more quickly. Once the skulls are cleared away, characters can search the room.",{"type":"insetReadaloud","id":"61c","entries":["Attached to the thirty-foot-high ceiling of this dark sepulcher is an upside-down iron chest with a barrel-shaped lid."]},"The iron chest on the ceiling is held in place with {@item sovereign glue}, and its lid is sealed with an {@spell arcane lock} spell. The chest is impervious to weapon damage. Prying it open requires a successful DC 25 Strength check, assuming the characters can reach it. The inside of the chest is lined with lead.","If the chest's lid is opened, the floor of this room disappears (as if affected by a {@spell disintegrate} spell), creating a 10-foot-square hole above {@area area X39|65e|x}. Creatures standing on the floor when it disappears fall 30 feet, landing in the northwest corner of area X39.","The iron chest is empty."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x26.%20secret%20alcove,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área X26</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> for aberto.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um </span></span><span style="font-size: medium;"><a data-vet-hash="amber%20golem_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#amber%20golem_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">golem de âmbar</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
já montou guarda aqui, mas escapou depois que ladrões invadiram o
tesouro e o saquearam. Desde então, o golem subiu as escadas (veja </span></span><a data-vet-entry="{"type":"entries","name":"X10. Northeast Annex","page":186,"id":"5f3","entries":[{"type":"insetReadaloud","id":"5f4","entries":["The walls and ceiling in the eastern portion of this bare stone room have collapsed. To the west and south are open amber doors. In the center of the room is a ten-foot-tall statue of a jackal-headed warrior made of cracked amber. It turns to face you and clenches its fists."]},"The ceiling here is 20 feet high, and the walls are lined with empty torch sconces. The statue is a damaged {@creature amber golem|CoS} (use the stat block for the {@creature stone golem} in the {@book Monster Manual|MM}). It has 145 hit points and attacks any creature it sees, stopping only when it can't see any.","An earthquake collapsed the eastern part of the room long ago."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x10.%20northeast%20annex,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">a área X10</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Nem
todos os ladrões escaparam, e os restos pulverizados daqueles que
morreram aqui estão espalhados pelo chão. Seus espíritos inquietos
sobrevivem aqui como quatro </span></span><span style="font-size: medium;"><a data-vet-hash="poltergeist_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#poltergeist_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">poltergeists</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (veja a entrada </span></span><a data-vet-hash="specter_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#specter_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">do espectro</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> no </span></span><a href="https://5e.tools/book.html#MM"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Manual dos Monstros</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ). Os poltergeists não podem sair da sala e lutar até serem destruídos.</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="98" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X40. Tesouro Selado</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p194</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As portas âmbar ao sul são seladas com um feitiço </span></span><span style="font-size: medium;"><a data-vet-hash="arcane%20lock_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#arcane%20lock_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de fechadura arcana</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
. A senha para suprimir o feitiço é “Dhaviton”. Um personagem pode
abrir as portas com um teste bem-sucedido de Força CD 25. As portas (CA
15, 60 pontos de vida) também podem ser quebradas. Se as portas forem
reduzidas a 0 pontos de vida, um feitiço </span></span><a data-vet-hash="greater%20invisibility_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#greater%20invisibility_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de invisibilidade maior</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> será lançado no </span></span><a data-vet-hash="amber%20golem_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#amber%20golem_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">golem âmbar</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> nesta sala. O feitiço dura 1 minuto.</span></span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Pilhas de tesouro estão amontoadas nas paredes oeste e leste desta sala de pedra.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se o golem estiver visível, adicione:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma
estátua de três metros de altura esculpida em âmbar, à semelhança de um
humanóide com cabeça de falcão, fica em uma ampla alcova ao norte.
Atrás dele, formou-se uma rachadura na parede.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O teto aqui tem 30 pés de altura e é plano. A estátua na alcova norte é um </span></span><span style="font-size: medium;"><a data-vet-hash="amber%20golem_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#amber%20golem_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">golem de âmbar</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (use o bloco de estatísticas para o </span></span><a data-vet-hash="stone%20golem_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#stone%20golem_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">golem de pedra</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> no </span></span><a href="https://5e.tools/book.html#MM"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Manual dos Monstros</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ). Ataca qualquer criatura que perturbe o tesouro. O golem pode sair da sala, mas não pode sair do Templo de Âmbar.</span></span></span></p><div class="" style="text-align: justify;"><div class="rd__wrp-image relative" data-title-index="99">
<span style="font-size: medium;"><a href="https://5e.tools/img/adventure/CoS/122-cos13-05.webp" rel="noopener noreferrer" target="_blank" title="Golem de Âmbar">
<img alt="Golem de Âmbar" class="rd__image" src="https://5e.tools/img/adventure/CoS/122-cos13-05.webp" />
</a></span>
</div><div class="rd__image-title"><div class="rd__image-title-inner"><span style="font-size: medium;"><a data-vet-hash="amber%20golem_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#amber%20golem_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Golem de Âmbar</span></span></a></span></div></div></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Consulte a área X41 para uma descrição das fissuras na parede sul.</span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="100" data-title-relative-index="9"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Tesouro</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p195</span></span></span></span></span></h3></div><div class="rd__b rd__b--2" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Seis pilhas de tesouro estão numeradas no mapa.</span></span></p><p><span style="font-size: medium;"><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Pilha 1</span></span></b></span></p><ul class="rd__list"><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">17.500 cp (solto)</span></span></li><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Trinta pedras preciosas de 50 PO</span></span></li><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Três armaduras enferrujadas (sem valor)</span></span></li><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Nove escudos enferrujados (sem valor)</span></span></li><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um sarcófago de tamanho infantil feito de madeira preta incrustada com ouro (no valor de 250 PO)</span></span></li></ul><p><span style="font-size: medium;"><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Pilha 2</span></span></b></span></p><ul class="rd__list"><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">12.000 PP (solto)</span></span></li><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Cinco armaduras enferrujadas e seis couraças enferrujadas (sem valor)</span></span></li><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um </span></span><span style="font-size: medium;"><a data-vet-hash="rapier_phb" data-vet-page="items.html" data-vet-source="PHB" href="https://5e.tools/items.html#rapier_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">florete</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> prateado com punho de vidro rosa</span></span></span></li><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Quatro espadas grandes enferrujadas (sem valor)</span></span></li><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma carruagem dourada (no valor de 750 PO)</span></span></li></ul><p><span style="font-size: medium;"><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Pilha 3</span></span></b></span></p><ul class="rd__list"><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">6.600 ep (soltos), cada moeda estampada com o rosto perfilado de Strahd</span></span></li><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Setenta e cinco garrafas vazias</span></span></li><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um baú cheio de seis belos vestidos e batas (no valor de 25 po cada)</span></span></li><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Dez joias (no valor de 250 po cada) e 500 po em um baú de madeira podre</span></span></li><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Oito estátuas de santos em cerâmica pintada (no valor de 250 PO cada e pesando 50 libras cada)</span></span></li></ul><p><span style="font-size: medium;"><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Pilha 4</span></span></b></span></p><ul class="rd__list"><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma pilha de lingotes de ferro (no valor total de 250 po e pesando 2.500 libras)</span></span></li><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Trinta </span></span><span style="font-size: medium;"><a data-vet-hash="holy%20symbol_phb" data-vet-page="items.html" data-vet-source="PHB" href="https://5e.tools/items.html#holy%20symbol_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">símbolos sagrados</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (no valor de 5 po cada) de deuses de vários mundos</span></span></span></li><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um conjunto de doze cálices de cobre com filigrana de prata (no valor de 25 po cada)</span></span></li><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma caveira dourada com granadas vermelhas nas órbitas (no valor de 250 PO)</span></span></li><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Oito </span></span><span style="font-size: medium;"><a data-vet-hash="warhammer_phb" data-vet-page="items.html" data-vet-source="PHB" href="https://5e.tools/items.html#warhammer_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">martelos de guerra</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e seis </span></span><a data-vet-hash="war%20pick_phb" data-vet-page="items.html" data-vet-source="PHB" href="https://5e.tools/items.html#war%20pick_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">picaretas de guerra</span></span></a></span></li></ul><p><span style="font-size: medium;"><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Pilha 5</span></span></b></span></p><ul class="rd__list"><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">9.000 PP (solto)</span></span></li><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Seis bolas de cristal não mágicas (valendo 20 po cada)</span></span></li><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma coroa de bronze com pequenos dragões com olhos de pedras preciosas como torres (no valor de 750 PO)</span></span></li><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um pônei de madeira em tamanho real (valendo 25 PO)</span></span></li><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Seis vasos de mármore (valendo 100 po cada e pesando 100 libras cada)</span></span></li></ul><p><span style="font-size: medium;"><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Pilha 6</span></span></b></span></p><ul class="rd__list"><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">7.000 moedas de madeira pintadas de ouro (sem valor)</span></span></li><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">15.000 PC em quinze potes de ferro</span></span></li><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um cetro de obsidiana com filigrana de ouro (no valor de 2.500 PO)</span></span></li><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Onze elmos enferrujados (sem valor)</span></span></li><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Quinze tomos finos, encadernados em couro, todos eles cópias assinadas de um livro de histórias chamado </span></span><span style="font-size: medium;"><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Snow Dwarf and the Seven Wights</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , de Nitch Rackmay.</span></span></span></li></ul></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="101" data-title-relative-index="2"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Fortunas de Ravenloft</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p195</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se a leitura da sua carta revelar que um tesouro está aqui, ele está enterrado em uma pilha aleatória de tesouros (role um </span></span><span style="font-size: medium;"><span class="roller render-roller" data-packed-dice="{"type":"dice","rollable":true,"toRoll":"d6","displayText":"d6"}" title="Clique para rolar. SHIFT/CTRL para rolar duas vezes."><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">d6</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="102" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X41. Fissura</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p195</span></span></span></span></span></h2></div><div class="rd__b rd__b--1" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um
tremor de terra dividiu a rocha entre as áreas X40 e X42, criando duas
aberturas naturais que estão praticamente lado a lado. As aberturas têm 3
pés de largura, 8 pés de altura e 10 pés de profundidade.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="103" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">X42. Cofre Âmbar</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p195</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma
escadaria de mármore dourado com um corrimão de mármore preto abraça a
parede norte enquanto sobe suavemente em espiral por um poço de nove
metros de largura. No meio da sala estão seis caixotes de madeira
apodrecidos.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As
paredes cobertas de âmbar são esculpidas para parecerem tentáculos que
se entrelaçam em baixos-relevos de mármore de reis, rainhas, faraós e
sultões acompanhados por uma miríade de escravos.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As
paredes oeste, sul e leste contêm alcovas, e em cada alcova há um bloco
alto e áspero de âmbar. Duas rachaduras largas se abriram na parede
sul, espalhando entulho e pedaços de âmbar no chão, no canto sudeste da
sala.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A escada em espiral sobe 30 pés até </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"X30. Preserved Library","page":189,"id":"624","entries":[{"type":"insetReadaloud","id":"625","entries":["This stone library has twenty-foot-high walls and a thirty-foot-high vaulted ceiling. Covering the ceiling is a fresco that depicts angels being set ablaze in a hell. A black marble railing encloses a gold marble staircase that spirals gently down a thirty-foot-wide, thirty-foot-deep shaft to the north. Against the gray walls stand six ten-foot-tall, black marble bookcases. On their shelves are hundreds of well-preserved tomes. Embroidered rugs, chairs, and lit candelabras fill the southern half of the room."]},"The spiral staircase descends 30 feet to {@area area X42|666|x}. Peering over the railing reveals crates in that area.","There are no ladders here to reach the high bookshelves. (The wizards who built this place used {@spell mage hand} spells.) All the books appear to have blank covers and empty pages. Holding a book while speaking its secret command word causes the book's text to magically appear. Only the lich in {@area area X27|61d|x} knows the command word for each book, and only if its memory is restored. A {@spell true seeing} spell also allows one to see the magically obfuscated text. The tomes mostly contain vile, forbidden lore. Many spellbooks are hidden here, collectively holding every wizard spell in the {@book Player's Handbook|PHB}.","A book that is taken from the library disintegrates as the magic that preserves it is dispelled. The room's furnishings, which are also magically preserved, deteriorate and become brittle if taken from the room.","The secret door in the center of the west wall can be pulled open to reveal an empty room (area X29). The one in the center of the south wall can be pulled open to reveal a staircase that descends 30 feet to another secret door leading to {@area area X5|5df|x}.",{"type":"gallery","images":[{"type":"image","href":{"type":"internal","path":"adventure/CoS/120-030.jpg"},"title":"Map 13.2: Amber Temple (Area X) - Lower Level","width":2400,"height":3300,"mapRegions":[{"area":"643","points":[[554,966],[554,1013],[528,1039],[478,1039],[478,1119],[527,1119],[551,1143],[551,1183],[625,1183],[625,1143],[654,1114],[700,1114],[700,1046],[651,1046],[622,1017],[622,966]]},{"area":"648","points":[[469,1272],[469,1346],[426,1346],[397,1375],[397,1420],[324,1420],[324,1376],[292,1344],[251,1344],[251,1272],[293,1272],[322,1243],[322,1194],[396,1194],[396,1242],[424,1272]]},{"area":"65b","points":[[249,1505],[249,1639],[463,1639],[463,1505]]},{"area":"659","points":[[245,1661],[245,1805],[467,1805],[467,1661]]},{"area":"657","points":[[482,1204],[482,2101],[701,2101],[701,1204]]},{"area":"60f","points":[[319,1878],[319,2042],[474,2042],[474,1953],[396,1953],[396,1878]]},{"area":"64d","points":[[554,2121],[554,2158],[526,2186],[475,2186],[475,2258],[522,2258],[559,2295],[559,2341],[626,2341],[626,2291],[654,2263],[703,2263],[703,2186],[652,2186],[625,2159],[625,2121]]},{"area":"629","points":[[709,2340],[709,2570],[932,2570],[932,2340]]},{"area":"626","points":[[1011,2266],[1011,2646],[1392,2646],[1392,2266]]},{"area":"62b","points":[[1464,2336],[1464,2572],[1703,2572],[1703,2336]]},{"area":"5e7","points":[[705,1582],[705,1731],[856,1731],[856,1582]]},{"area":"65e","points":[[856,1339],[856,1118],[934,1118],[940,1072],[982,1039],[1029,1042],[1077,1075],[1087,1116],[1152,1116],[1152,1339]]},{"area":"660","points":[[1246,1338],[1246,1119],[1318,1119],[1336,1070],[1372,1042],[1419,1044],[1459,1067],[1475,1117],[1540,1117],[1540,1338]]},{"area":"666","points":[[1012,736],[1012,785],[983,814],[935,814],[935,883],[983,883],[1013,913],[1013,960],[1134,960],[1162,988],[1162,1032],[1235,1032],[1235,989],[1260,964],[1387,964],[1387,914],[1416,885],[1468,885],[1468,813],[1416,813],[1385,782],[1385,737],[1310,737],[1285,687],[1233,657],[1170,654],[1113,686],[1082,736]]},{"area":"665","points":[[1306,969],[1306,1044],[1475,1044],[1475,969]]},{"area":"5e5","points":[[861,1352],[861,1567],[1159,1567],[1159,1352]]},{"area":"5df","points":[[1021,1579],[1021,2065],[1381,2065],[1381,1579]]},{"area":"5e1","points":[[1165,1356],[1165,1567],[1372,1567],[1372,1356]]},{"area":"5e6","points":[[1022,2070],[1022,2210],[1389,2210],[1389,2070]]},{"area":"5e7","points":[[1693,1576],[1693,1736],[1543,1736],[1543,1576]]},{"area":"62d","points":[[1692,2107],[1923,2107],[1923,1473],[1872,1468],[1849,1445],[1814,1480],[1768,1477],[1751,1521],[1692,1529]]},{"area":"655","points":[[1929,1496],[1929,1649],[2158,1649],[2158,1496]]},{"area":"652","points":[[1930,1656],[1930,1807],[2157,1807],[2157,1656]]},{"area":"5fb","points":[[1692,1042],[1692,1115],[1771,1115],[1771,1216],[1862,1216],[1862,1042]]},{"area":"5fd","points":[[1743,1214],[1921,1214],[1921,1376],[1822,1376],[1743,1300]]},{"area":"63d","points":[[1932,1268],[1932,1350],[1978,1350],[2003,1375],[2003,1422],[2076,1422],[2076,1379],[2106,1349],[2149,1349],[2149,1273],[2101,1273],[2072,1244],[2072,1195],[2003,1195],[2003,1240],[1974,1268]]},{"area":"638","points":[[1934,1958],[1934,2034],[1970,2034],[2002,2066],[2002,2106],[2074,2106],[2074,2068],[2105,2037],[2149,2037],[2149,1959],[2101,1959],[2074,1932],[2074,1881],[2002,1881],[2002,1928],[1972,1958]]},{"area":"633","points":[[1774,2123],[1774,2162],[1744,2192],[1694,2192],[1694,2259],[1746,2259],[1779,2292],[1779,2335],[1843,2335],[1843,2291],[1874,2260],[1921,2260],[1921,2191],[1870,2191],[1839,2160],[1839,2123]]}],"imageType":"map","grid":{"type":"square","size":76,"offsetX":21,"offsetY":-19,"distance":10},"id":"6c2","hrefThumbnail":{"type":"internal","path":"adventure/CoS/thumbnail/120-030.webp"}},{"type":"image","href":{"type":"internal","path":"adventure/CoS/121-cos1302.jpg"},"title":"Player Version","width":2400,"height":3300,"imageType":"mapPlayer","grid":{"type":"square","size":76,"offsetX":21,"offsetY":-19,"distance":10},"mapParent":{"id":"6c2"}}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x30.%20preserved%20library,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">a área X30</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . Consulte a área X41 para uma descrição das fissuras na parede sul.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Dentro das caixas de madeira, enterradas na terra, estão seis </span></span><span style="font-size: medium;"><a data-vet-hash="vampire%20spawn_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#vampire%20spawn_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">crias de vampiros</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
criadas por Strahd a partir de um grupo de aventureiros mortos. Assim
que ouvem intrusos na sala, os vampiros saem de suas caixas e atacam,
lutando até serem destruídos.</span></span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="104" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Destino de teletransporte</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p196</span></span></span></span></span></h3></div><div class="rd__b rd__b--2" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Personagens que se teletransportam para este local da </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"K78. Brazier Room","page":82,"id":"297","entries":[{"type":"insetReadaloud","id":"298","entries":["This room is thirty feet square, rising to a twenty-foot-tall flat ceiling. A stone brazier burns fiercely in the center of the room, but its tall white flame produces no heat. The rim of the brazier is carved with seven cup-shaped indentations spaced evenly around the circumference. Within each indentation is a spherical stone, twice the diameter of a human eyeball and made of a colored crystal. No two stones are the same color.","Overhead, a wood-framed hourglass as tall and wide as a dwarf hangs ten feet above the brazier, suspended from the ceiling by thick iron chains. All the sand is stuck in the upper portion of the hourglass, seemingly unable to run down into the bottom. Written in glowing script on the base of the hourglass is a verse in Common.","Two nine-foot-tall iron statues of knights on horseback, poised to charge with swords drawn, stand in deep alcoves facing each other. The brazier sits between them."]},"The two statues are {@creature Iron Golem||iron golems}. Each horse and rider is considered one creature, and they are inseparable. The golems will not leave the room under any circumstances, and they attack only under specific conditions (see the \"Development\" section that follows).","The hourglass has AC 12, 20 hit points, immunity to poison and psychic damage, and vulnerability to thunder damage. If the hourglass is reduced to 0 hit points, its glass shatters, causing the sand within it to fall to the floor. The magic writing on the base of the hourglass reads as follows:",{"type":"inset","id":"299","entries":["{@i Cast a stone into the fire:}","{@i Violet leads to the mountain spire}","{@i Orange to the castle's peak}","{@i Red if lore is what you seek}","{@i Green to where the coffins hide}","{@i Indigo to the master's bride}","{@i Blue to ancient magic's womb}","{@i Yellow to the master's tomb}"]},"The brazier's flame is magical and sheds no warmth. A successful casting of {@spell dispel magic} (DC 16) extinguishes the flame for 1 hour. The fire is permanently extinguished if the brazier is destroyed. The brazier has AC 17, 25 hit points, immunity to poison and psychic damage, and resistance to all other damage.","The stones set into the brazier's rim are colored red, orange, yellow, green, blue, indigo, and violet, respectively. Tossing one into the brazier causes its flame to change from white to the color of the stone, and the sand begins falling through the hourglass. Any creature that touches the colored flame is teleported to a location within Strahd's domain, as determined by the color:",{"type":"table","colLabels":["Flame Color","Teleports to..."],"colStyles":["col-2 text-center","col-10"],"rows":[["Red","Study ({@area area K37|207|x})"],["Orange","North tower peak ({@area area K60|247|x})"],["Yellow","Strahd's tomb ({@area area K86|31b|x})"],["Green","Coffin maker's shop ({@adventure chapter 5|CoS|6}, {@area area N6f|3dc|x})"],["Blue","Amber Temple ({@adventure chapter 13|CoS|14}, {@area area X42|666|x})"],["Indigo","Abbey of Saint Markovia ({@adventure chapter 8|CoS|9}, {@area area S17|50b|x})"],["Violet","Tsolenka Pass ({@adventure chapter 9|CoS|10}, {@area area T4|536|x})"]]},"After 5 rounds, the sand runs out, and the color of the flame returns to white. When the flame does so, the sand instantly reappears in the top part of the hourglass (provided the hourglass is intact), and the stone that was cast into the fire reappears in the brazier's rim.",{"type":"entries","name":"Development","page":84,"id":"29a","entries":["If the brazier, the hourglass, or either {@creature Iron Golem||golem} is attacked, the doors of the room magically slam shut and lock (unless they are being held or wedged open), and the golems animate and attack. On the first round, the golems fill the room with their poison breath, which issues from the horses' mouths. (Each creature in the room must make two saving throws, one for each breath weapon.) On subsequent rounds, each golem makes one attack with its sword and one slam attack with its hoof. When there are no creatures left to fight in the room, the golems return to their alcoves, and the doors unlock. Forcing open a locked door requires a successful DC 25 Strength ({@skill Athletics}) check. Each door has AC 15, 25 hit points, and immunity to poison and psychic damage."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,5,k78.%20brazier%20room,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área K78 no Castelo Ravenloft</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> chegam ao ponto marcado com T no mapa.</span></span></span></p></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="105" data-title-relative-index="1"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Sarcófagos de Âmbar</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p196</span></span></span></span></span></h3></div><div class="rd__b rd__b--0" style="text-align: justify;"><div class="rd__b rd__b--1"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os
personagens que tocam os sarcófagos de âmbar recebem presentes sombrios
devido aos vestígios malignos contidos neles (veja a barra lateral “ </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Amber Sarcophagi","page":196,"id":"669","entries":["Characters who touch the amber sarcophagi are offered dark gifts by the evil vestiges contained within them (see the \"{@area Amber Sarcophagi|669|x}\" sidebar earlier in this chapter). Kasimir will know when he touches the east sarcophagus in this area that he has found the dark gift he seeks.",{"type":"entries","name":"West Sarcophagus","page":196,"id":"66a","entries":["The vestige within this sarcophagus offers \"the dark gift of the Vampyr\" to any humanoid creature of evil alignment that touches it. The Vampyr's gift is the immortality of undeath. If the dark gift is accepted, its effect doesn't occur until the following conditions are met, in the order given below. The creature becomes aware of the conditions only after accepting the dark gift.",{"type":"list","items":["The beneficiary slays another humanoid that loves or reveres him or her, then drinks the dead humanoid's blood within 1 hour of slaying it.","The beneficiary dies a violent death at the hands of one or more creatures that hate it."]},"When the conditions are met, the beneficiary instantly becomes a {@creature vampire} under the Dungeon Master's control (use the stat block in the {@book Monster Manual|MM}).","After receiving the dark gift, the beneficiary gains the following flaw: \"I am surrounded by hidden enemies that seek to destroy me. I can't trust anyone.\""]},{"type":"entries","name":"South Sarcophagus","page":196,"id":"66b","entries":["The vestige within this sarcophagus offers \"the dark gift of Tenebrous\" to any humanoid creature of evil alignment that can cast 9th-level wizard spells. Tenebrous's gift is the secret of lichdom. This dark gift grants its beneficiary the knowledge needed to perform the following tasks:",{"type":"list","items":["Craft a phylactery and imbue it with the power to contain the beneficiary's soul","Concoct a potion of transformation that turns the beneficiary into a lich"]},"Construction of the phylactery takes 10 days. Concocting the potion takes 3 days. The two items can't be crafted concurrently. When the beneficiary drinks the potion, he or she instantly transforms into a {@creature lich} under the Dungeon Master's control (use the stat block in the {@book Monster Manual|MM}, altering the lich's prepared spells as desired).","The beneficiary of this dark gift gains the following flaw: \"All I care about is acquiring new magic and arcane knowledge.\""]},{"type":"entries","name":"East Sarcophagus","page":196,"id":"66c","entries":["The vestige within this sarcophagus offers the dark gift of Zhudun, the Corpse Star. Zhudun's gift is the power to raise the ancient dead. As an action, the beneficiary of this dark gift can touch the remains of a dead creature and restore it to life. The effect is identical to that of the {@spell resurrection} spell, except that it works regardless of how long the creature has been dead. After it has been used once, the dark gift vanishes.","The beneficiary of this dark gift takes on a corpselike appearance and is easily mistaken for an undead."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":1}" href="https://5e.tools/adventure.html#cos,14,amber%20sarcophagi,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Sarcófagos de Âmbar</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
”, anteriormente neste capítulo). Kasimir saberá quando tocar o
sarcófago leste nesta área que encontrou o presente sombrio que procura.</span></span></span></p><div class="rd__b rd__b--3"><span style="font-size: medium;"><span class="rd__h rd__h--3" data-title-index="106" data-title-relative-index="4"> <span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Sarcófago Ocidental.</span></span></span></span></span> <p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
vestígio dentro deste sarcófago oferece “o presente sombrio do Vampyr” a
qualquer criatura humanóide de tendência maligna que o toque. O
presente do Vampyr é a imortalidade dos mortos-vivos. Se o presente
sombrio for aceito, seu efeito não ocorrerá até que as seguintes
condições sejam atendidas, na ordem abaixo. A criatura só toma
conhecimento das condições após aceitar o presente sombrio.</span></span></p><ul class="rd__list"><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
beneficiário mata outro humanóide que o ama ou reverencia, e então bebe
o sangue do humanóide morto dentro de 1 hora após matá-lo.</span></span></li><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O beneficiário morre de forma violenta nas mãos de uma ou mais criaturas que o odeiam.</span></span></li></ul><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Quando as condições são atendidas, o beneficiário instantaneamente se torna um </span></span><span style="font-size: medium;"><a data-vet-hash="vampire_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#vampire_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">vampiro</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> sob o controle do Mestre (use o bloco de estatísticas no </span></span><a href="https://5e.tools/book.html#MM"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Manual dos Monstros</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Após
receber o presente sombrio, o beneficiário ganha a seguinte falha:
"Estou cercado de inimigos ocultos que procuram me destruir. Não posso
confiar em ninguém."</span></span></p></div><div class="rd__b rd__b--3"><span style="font-size: medium;"><span class="rd__h rd__h--3" data-title-index="107" data-title-relative-index="5"> <span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Sarcófago do Sul.</span></span></span></span></span> <p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
vestígio dentro deste sarcófago oferece “o presente sombrio de
Tenebrous” a qualquer criatura humanóide de tendência maligna que possa
lançar magias de mago de 9º nível. O presente de Tenebrous é o segredo
do lichdom. Este presente sombrio concede ao seu beneficiário o
conhecimento necessário para realizar as seguintes tarefas:</span></span></p><ul class="rd__list"><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Crie um filactério e imbua-o com o poder de conter a alma do beneficiário</span></span></li><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Prepare uma poção de transformação que transforme o beneficiário em um lich</span></span></li></ul><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
construção do filactério leva 10 dias. Preparar a poção leva 3 dias. Os
dois itens não podem ser criados simultaneamente. Quando o beneficiário
bebe a poção, ele ou ela instantaneamente se transforma em um </span></span><span style="font-size: medium;"><a data-vet-hash="lich_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#lich_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">lich</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> sob o controle do Dungeon Master (use o bloco de estatísticas no </span></span><a href="https://5e.tools/book.html#MM"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Monster Manual</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , alterando os feitiços preparados pelo lich conforme desejado).</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O beneficiário deste presente sombrio ganha a seguinte falha: "Tudo que me importa é adquirir nova magia e conhecimento arcano."</span></span></p></div><div class="rd__b rd__b--3"><span style="font-size: medium;"><span class="rd__h rd__h--3" data-title-index="108" data-title-relative-index="5"> <span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Sarcófago Oriental.</span></span></span></span></span> <p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
vestígio dentro deste sarcófago oferece o presente sombrio de Zhudun, a
Estrela Cadáver. O presente de Zhudun é o poder de ressuscitar os
mortos antigos. Com uma ação, o beneficiário deste presente sombrio pode
tocar os restos mortais de uma criatura morta e restaurá-la à vida. O
efeito é idêntico ao da magia </span></span><span style="font-size: medium;"><a data-vet-hash="resurrection_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#resurrection_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">ressurreição</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
, exceto que funciona independentemente de há quanto tempo a criatura
está morta. Depois de ter sido usado uma vez, o presente sombrio
desaparece.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O beneficiário deste presente sombrio assume uma aparência cadavérica e é facilmente confundido com um morto-vivo.</span></span></p></div></div></div></div><hr class="rd__hr rd__hr--section" style="margin-left: 0px; margin-right: 0px; text-align: left;" /><div class="rd__b rd__b--0" style="text-align: justify;"><h1 class="rd__h rd__h--0" data-title-index="109" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Eventos especiais</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p196</span></span></span></span></span></h1></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Dois
elfos do crepúsculo são atraídos para o Templo de Âmbar por motivos
diferentes. Você pode usar um ou ambos os seguintes eventos especiais
enquanto os personagens exploram o templo.</span></span></p><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="110" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Oração de Rahadin</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p196</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O leal camareiro de Strahd, </span></span><span style="font-size: medium;"><a data-vet-hash="rahadin_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#rahadin_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Rahadin</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (ver </span></span><a data-vet-entry="{"type":"entries","name":"Rahadin","page":236,"id":"7ae","entries":["{@creature Rahadin|CoS}, the dusk elf chamberlain of Castle Ravenloft, has served Strahd's family faithfully for nearly five hundred years. He is Strahd's eternal servant, a longtime comrade-in-arms, and a ruthless warrior who has killed thousands in his lifetime.",{"type":"entries","id":"7af","entries":[{"type":"entries","name":"Exile","page":236,"id":"7b0","entries":["{@creature Rahadin|CoS} was exiled for refusing to bow down to a dusk elf prince whom he considered weak and corrupt. When the dusk elves later declined to pay fealty to King Barov, {@creature Rahadin|CoS} helped Barov conquer them. The elf kingdom's royal line was obliterated, the dusk elves hunted like rabbits. The few that survived were either subjugated or forced to live among the Vistani. So pleased was Barov with {@creature Rahadin|CoS} that the king made the dusk elf an honorary member of his family."]},{"type":"entries","name":"Chamberlain","page":236,"id":"7b1","entries":["After Barov died, {@creature Rahadin|CoS} continued to fight as one of Strahd's generals. When the wars ended and Strahd turned his attention to building Castle Ravenloft, {@creature Rahadin|CoS} saw to it that wizards and artisans were brought to Barovia. Years later, Strahd appointed {@creature Rahadin|CoS} his castle chamberlain. {@creature Rahadin|CoS} was pleased to do whatever Strahd asked of him, and he instilled terror in the castle staff by routinely flogging those who didn't perform their duties to his exacting standards.","When a dusk elf named {@creature Patrina Velikovna|CoS} came knocking on Strahd's door, {@creature Rahadin|CoS} could see that she intrigued Strahd, but {@creature Rahadin|CoS} was suspicious of her motives. Patrina tried to seduce Strahd with the prospect of immortality—something Strahd desired above all. She told him of a vault of forbidden lore called the Amber Temple, where the secret of gaining immortality was hidden. While Strahd was off exploring the temple, {@creature Rahadin|CoS} handled all of his master's affairs and began searching for a woman who could tear Strahd away from {@creature Patrina Velikovna|CoS}. In this task, he failed. His goal was fulfilled, however, when Sergei, Strahd's brother, found Tatyana.","Tatyana was Strahd's type—a woman of exquisite beauty and gentle manner. When Strahd returned to Ravenloft, the young woman instantly caught his eye, and {@creature Rahadin|CoS} had the pleasure of informing Patrina that her presence at the castle was no longer desired.","{@creature Rahadin|CoS}'s loyalty didn't waver after Tatyana died and Strahd became a vampire. {@creature Rahadin|CoS} continued to do his master's bidding. Eager to put Tatyana out of his mind, Strahd lured more women to the castle, taking several of them as brides before draining their lives and turning them into vampire spawn. {@creature Rahadin|CoS} would see to it that these women were lavished with jewels and fine clothes, and made comfortable during their stay in Ravenloft."]},{"type":"entries","name":"Executioner","page":237,"id":"7b2","entries":["{@creature Patrina Velikovna|CoS} and her people were living among the Vistani when they heard of Tatyana's death and Strahd's curse. The ageless Patrina returned to Ravenloft in the hope of winning Strahd's love. This time, it was clear that Patrina craved Strahd's power and that Strahd would never love her. {@creature Rahadin|CoS} assumed that Patrina would suffer the same fate as those women who had come before her. He was proven wrong when Patrina's own people stoned her to death to keep Strahd from claiming her as his wife.","Strahd was upset that the dusk elves had taken Patrina from him. After securing her body and entombing it in the catacombs of Ravenloft, Strahd sent {@creature Rahadin|CoS} to punish the dusk elves. {@creature Rahadin|CoS} slew the female elves so that the males couldn't breed. He also sliced off the ears of Patrina's brother, Kasimir, who had orchestrated the stoning."]},{"type":"entries","name":"Screams of the Dead","page":237,"id":"7b3","entries":["So dreadful a creature is {@creature Rahadin|CoS} that anyone who stands within 10 feet of him can hear the howling screams of the countless men and women he has killed in his lifetime. {@creature Rahadin|CoS} can't hear them, nor would he be haunted by them if he could. The only thing he cares about is {@creature Strahd von Zarovich|CoS}, for whom he would gladly give his life."]}]},{"type":"entries","name":"Rahadin's Traits","page":237,"id":"7b4","entries":[{"type":"entries","name":"Ideal","page":237,"id":"7b5","entries":["\"Loyalty is everything.\""]},{"type":"entries","name":"Bond","page":237,"id":"7b6","entries":["\"I am a son of King Barov von Zarovich, and I will serve his son—my brother and lord—forever.\""]},{"type":"entries","name":"Flaw","page":237,"id":"7b7","entries":["\"I have slain thousands of men. I will slaughter thousands more to preserve the von Zarovich legacy.\"",{"type":"image","href":{"type":"internal","path":"adventure/CoS/151-636623996027511661.webp"},"title":"{@creature Rahadin|CoS}","width":300,"height":366}]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,21,rahadin,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">apêndice D</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
), acredita que seu mestre forjou um pacto com o deus anônimo dos
segredos a quem o Templo de Âmbar é dedicado. O elfo do crepúsculo vem
ao templo ocasionalmente para pedir ao deus das trevas que liberte seu
mestre de seu tormento.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><a data-vet-hash="rahadin_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#rahadin_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Rahadin</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> monta um </span></span><a data-vet-hash="phantom%20steed_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#phantom%20steed_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">corcel fantasma</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ao longo da passagem de Tsolenka até o Templo de Âmbar e se ajoelha diante da grande estátua na </span></span><a data-vet-entry="{"type":"entries","name":"X5. Temple of Lost Secrets","page":183,"id":"5df","entries":[{"type":"insetReadaloud","id":"5e0","entries":["Four black marble columns support the vaulted ceiling of the temple, at the north end of which stands a forty-foot-tall statue of a cowled figure in flowing robes. The statue's stony hands are outstretched as if in the midst of casting a spell. Its face is a void of utter blackness. The ominous statue stands between two black marble balconies, one of which has partially collapsed and fallen on the temple's black marble floor, in front of an open doorway. The walls of the temple are sheathed in amber, and the doors leading from it are made of amber as well. Arched hallways coated with amber lead away from the temple to the west and east. Flanking these exits are alcoves that hold white marble statues of robed human wizards with pointed hats and golden staffs. One of them has toppled over and lies shattered on the floor. "]},"An {@creature arcanaloth} named Neferon guards this temple from within the hollow head of the great statue (area X5a) and attacks characters on sight with its longer-ranged spells. Thanks to its {@sense truesight}, the arcanaloth can see the {@condition invisible} and can see through magical darkness. Characters can't see Neferon unless they can penetrate the magical darkness that envelops the statue's face and head.","Once the arcanaloth begins casting spells, the three {@creature Flameskull||flameskulls} in {@area area X17|604|x} take up positions behind the arrow slits that overlook the temple and cast {@spell magic missile} and {@spell fireball} spells at characters they can see.","The temple ceiling is 60 feet high. Wide, black marble staircases ascend 30 feet to the southern balcony ({@area area X4|5dd|x}). The balconies that flank the statue ({@area areas X11|5f5|x} and {@area X23|613|x}) are 30 feet high as well.","Arrow slits cut into the walls of the upper galleries ({@area areas X8|5ee|x} and {@area X17|604|x}) and archer posts ({@area areas X13|5f9|x} and {@area X25|617|x}) look down on the temple. The amber glaze that covers the temple walls makes these arrow slits difficult to spot. Characters who have a passive Wisdom ({@skill Perception}) score of 12 or higher notice them. Creatures behind the arrow slits gain three-quarters cover.","The marble wizard statues stand 8 feet tall. Their 9-foot-tall golden staffs are made of wrought iron coated in peeling gold paint. The northeast statue fell over when an earth tremor collapsed the wall of its alcove."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,14,x5.%20temple%20of%20lost%20secrets,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área X5</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . (O arcanaloth que guarda o templo conhece </span></span><a data-vet-hash="rahadin_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#rahadin_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Rahadin</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e não o faz mal. O arcanaloth e os crânios flamejantes não atacam outros visitantes até que </span></span><a data-vet-hash="rahadin_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#rahadin_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Rahadin</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> seja morto ou vá embora.) </span></span><a data-vet-hash="rahadin_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#rahadin_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Rahadin</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> então puxa um sapo vivo e o engole inteiro como sacrifício, e oferece um gesto de súplica ao deus secreto.</span></span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="111" data-title-relative-index="2"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Desenvolvimento</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p196</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium;"><a data-vet-hash="rahadin_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#rahadin_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Rahadin</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
sabe que Strahd lidará com os personagens quando achar adequado. Se os
personagens confrontarem o elfo do crepúsculo, ele se defenderá, mas não
lhes causará nenhum dano permanente. O camareiro de Strahd preferiria
morrer a permitir-se ser capturado. </span></span><a data-vet-hash="rahadin_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#rahadin_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Rahadin</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
não divulga o motivo de sua visita ao templo, nem mesmo quem é ele ou
qual função desempenha. Deixado por conta própria, ele volta para o
Castelo Ravenloft.</span></span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="112" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Presente Sombrio de Kasimir</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p196</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se </span></span><span style="font-size: medium;"><a data-vet-hash="kasimir%20velikov_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#kasimir%20velikov_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Kasimir Velikov</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (ver </span></span><a data-vet-entry="{"type":"entries","name":"Kasimir Velikov","page":232,"id":"786","entries":["{@creature Kasimir Velikov|CoS|Kasimir}, a mutiliated and grief-stricken dusk elf, has been trapped in Barovia for centuries. His people were on the verge of being annihilated by Strahd's armies when they surrendered. Strahd left the few survivors to the mercy of the Vistani, who bore them to the valley of Barovia, where they have lived ever since.",{"type":"entries","id":"787","entries":[{"type":"entries","name":"Old Friends","page":232,"id":"788","entries":["Kasimir's allegiance to the Vistani is so strong that he adopted the name of the Vistana who welcomed him into his clan, a man named Velikov. Although Velikov passed away more than a century ago, Kasimir continues to live among Velikov's descendants. Unfortunately, in his view, these modern Vistani are neither as noble nor as enlightened as their forebears. Not one to press the issue, Kasimir hopes to outlive the present leadership and see a return to the old ways."]},{"type":"entries","name":"Dreams of the Damned","page":232,"id":"789","entries":["Kasimir's sister, {@creature Patrina Velikovna|CoS}, is sealed in the catacombs below Castle Ravenloft. Convinced that she was the concubine of the devil Strahd, Kasimir and his fellow dusk elves stoned Patrina to death. As punishment for depriving him of his bride, Strahd butchered all the women in the dusk elf tribe, and Kasimir's ears were cut off to punish him for instigating the stoning. He wears a cowl to conceal his mutilation.","Kasimir's feeling of loss is tinged with simmering rage. Patrina now speaks to her brother in dreams, telling him how years of guilt and regret have dispelled all evil thoughts from her mind and cleansed her tortured soul. But Kasimir remains unconvinced by her assertions, because he knows that Strahd has corrupted Patrina and led her down a path of evil and deceit. For that reason, Kasimir wants to see the vampire destroyed so that his sister can be rescued from her eternal damnation."]},{"type":"entries","name":"Secrets of the Amber Temple","page":233,"id":"78a","entries":["Patrina has told Kasimir that the Amber Temple, an ancient vault hidden in the Barovian mountains, is where Strahd forged his pact with evil powers and discovered how to become a vampire. Kasimir has been spying on the temple for years, but he needs adventurers to help him survive its perils. He thinks that the secret to breaking Strahd's pact and freeing Barovia from its curse might be hidden there, but more important, he believes that the Amber Temple holds the secret to bringing the ancient dead back to life.","With the characters' help, Kasimir thinks he might be able to find out how to restore Patrina to flesh and blood, whereupon he can travel to Castle Ravenloft and end his sister's torment. Kasimir has no inkling that Patrina is using him for exactly that purpose, and that her ultimate goal is to become as powerful a vampire as Strahd."]},{"type":"entries","name":"Statistics","page":233,"id":"78b","entries":["Use the {@creature mage} stat block in the {@book Monster Manual|MM}, with the following adjustments:",{"type":"list","items":["Kasimir's alignment is neutral.","Kasimir has {@sense darkvision} out to a range of 60 feet.","Kasimir has the Fey Ancestry feature, which means he has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep.","Kasimir wears a {@item ring of warmth} and carries a spellbook (see {@adventure chapter 5|CoS|6}, {@area area N9a|3ed|x}, for a list of the spells it holds in addition to his prepared spells)."]}]}]},{"type":"entries","name":"Kasimir Velikov's Traits","page":233,"id":"78c","entries":[{"type":"entries","name":"Ideal","page":233,"id":"78d","entries":["\"I failed my people and my sister, and now I must atone or be damned.\""]},{"type":"entries","name":"Bond","page":233,"id":"78e","entries":["\"I seek to return my long-dead sister, Patrina, to life—even at the cost of my own life.\""]},{"type":"entries","name":"Flaw","page":233,"id":"78f","entries":["\"I believe my sister can be redeemed.\""]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,21,kasimir%20velikov,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">apêndice D</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e </span></span><a href="https://5e.tools/adventure.html#CoS,6"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 5</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><a data-vet-entry="{"type":"entries","name":"N9a. Kasimir's Hovel","page":121,"id":"3ed","entries":["If the characters approach the house at the base of the hill on the eastern perimeter of the camp, read the following text:",{"type":"insetReadaloud","id":"3ee","entries":["Standing quietly in front of this house, bathed in the warm light of its lanterns, are three sullen, gray-cloaked figures, their angular features and black, flowing hair half-hidden under their cowls."]},"The cloaked figures are three {@creature Guard||guards} (N male dusk elves). If the characters seem friendly and are looking for someone to talk to, the guards direct them inside to Kasimir or point them toward the Vistani camp on the hilltop.","{@creature Kasimir Velikov|CoS} (see {@area appendix D|786|x}) is the leader of the dusk elves. His hovel has a decorated vestibule and a comfortable room beyond with a fireplace. Wooden statuettes of elven deities stand in cubbyholes along one wall. A tapestry of a forest hangs on the opposite wall.","Kasimir confesses that he is burdened by dreams sent to him by his dead sister, {@creature Patrina Velikovna|CoS}, whose spirit has languished in the catacombs below Castle Ravenloft for centuries. Kasimir believes that Patrina has repented for her many sins, and he yearns not only to free her but also to restore her to life.","If the characters seem intent on destroying Strahd, Kasimir tells them about the Amber Temple. Without divulging too much of the dreams sent to him by Patrina, Kasimir informs the characters that the secret to breaking Strahd's pact and freeing Barovia from its curse might be hidden there. Kasimir doesn't know whether this claim is true or not, but he states it as a way of persuading the characters to accompany him to the temple; his main objective, he says, is to find something there that he can use to bring Patrina back from the dead.",{"type":"entries","name":"Treasure","page":121,"id":"3ef","entries":["Kasimir wears a {@item ring of warmth} and has a leather-bound spellbook containing all the spells he has prepared (see {@area appendix D|786|x}) plus the following spells: {@spell arcane lock}, {@spell comprehend languages}, {@spell hold person}, {@spell identify}, {@spell locate object}, {@spell nondetection}, {@spell polymorph}, {@spell protection from evil and good}, and {@spell wall of stone}."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":1}" href="https://5e.tools/adventure.html#cos,6,n9a.%20kasimir's%20hovel,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área N9a</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
) encontrar o caminho para a área X42 e aceitar o presente sombrio de
Zhudun, ele então pede aos personagens que o acompanhem até as
catacumbas do Castelo Ravenloft para que ele possa restaurar a vida de
sua irmã centenária, </span></span><a data-vet-hash="patrina%20velikovna_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#patrina%20velikovna_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Patrina Velikovna</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (ver </span></span><a href="https://5e.tools/adventure.html#CoS,5"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 4</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , área K84, </span></span><a data-vet-entry="{"type":"entries","name":"Crypt 21","page":89,"id":"2e1","entries":["{@i Patrina Velikovna—Bride}","The creature inside this crypt attacks as soon as the door is opened.",{"type":"insetReadaloud","id":"2e2","entries":["From the darkness comes a horrifying visage, a spectral elf maiden twisted by the horror of her undead existence. She wails, and the very sound claws at your soul."]},"The spectral elf is a {@creature banshee} that attacks the characters on sight, using her wail immediately. Once awakened, the banshee is free to roam Castle Ravenloft, but she can't travel more than 5 miles from this crypt.","In life, {@creature Patrina Velikovna|CoS} was a dusk elf who, having learned a great deal about the black arts, was nearly a match for Strahd's powers. She felt a great bond with him and asked to solemnize that bond in a dark marriage. Drawn to her knowledge and power, Strahd consented, but before he could drain all life from Patrina, her own people stoned her to death in an act of mercy to thwart Strahd's plans. Strahd demanded, and got, Patrina's body. She then became the banshee trapped here.","Reducing the banshee to 0 hit points causes it to discorporate. Patrina's spirit can't rest, however, until she is formally wed to Strahd; the banshee re-forms in her crypt 24 hours later. Casting a {@spell hallow} spell on the crypt prevents the banshee from returning for as long as the spell lasts.",{"type":"entries","name":"Treasure","page":90,"id":"2e3","entries":["Read the following text when the characters investigate Patrina's crypt:",{"type":"insetReadaloud","id":"2e4","entries":["In the center of the crypt, a skeleton draped in rags lies atop a marble slab, surrounded by thousands of coins."]},"Patrina's crypt contains 250 pp, 1,100 gp, 2,300 ep, 5,200 sp, and 8,000 cp. The coins are of a mixed origin. The platinum and electrum coins have Strahd's profiled visage stamped on them. Buried under the coins is Patrina's spellbook, which has carved wooden covers. It contains all the spells listed for the {@creature archmage} in the {@book Monster Manual|MM}."]},{"type":"entries","name":"Development","page":90,"id":"2e5","entries":["If she is restored to life by her brother (see \"{@area Kasimir's Dark Gift|670|x}\" in the \"Special Events\" section in {@adventure chapter 13|CoS|14}), Patrina (NE female dusk elf) returns as an {@creature archmage} with no spells prepared. If the characters have her spellbook, she kindly asks them to give it back to her so that she can prepare her long-forgotten spells and help destroy Strahd (a lie). If the characters oblige, she repays their kindness by learning as much about them as possible before pursuing her own goals."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":1}" href="https://5e.tools/adventure.html#cos,5,crypt%2021,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">cripta 21</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="113" data-title-relative-index="3"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Desenvolvimento</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p196</span></span></span></span></span></h3></div><table class="w-100 stats stats--book stats--book-large" id="pagecontent" style="margin-left: 0px; margin-right: 0px; text-align: left;"><tbody><tr class="text"><td class="py-2 px-y" colspan="6"><div class="rd__b rd__b--0"><div class="rd__b rd__b--0"><div class="rd__b rd__b--1"><div class="rd__b rd__b--2"><p><span style="font-size: medium;"><a data-vet-hash="archmage_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#archmage_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Se Kasimir tiver sucesso em sua missão, a recém-ressuscitada Patrina (NE arquimaga</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> elfa do crepúsculo </span><span style="vertical-align: inherit;">)
finge arrependimento até recuperar sua força e seus feitiços, após o
que ela viaja para o Castelo Ravenloft e tenta retornar para Strahd,
buscando finalmente se tornar sua noiva vampira. . A mutilação de seu
irmão pelas mãos de </span></span><a data-vet-hash="rahadin_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#rahadin_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Rahadin</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
, o camareiro de Strahd, não lhe agrada. Ela espera vingar seu irmão e
distrair os personagens, colocando-os no caminho para matar </span></span><a data-vet-hash="rahadin_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#rahadin_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Rahadin</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , que há muito se opõe ao seu casamento com Strahd.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Strahd perdeu o interesse em Patrina como consorte. Se tiver oportunidade, ele a transforma em uma </span></span><span style="font-size: medium;"><a data-vet-hash="vampire%20spawn_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#vampire%20spawn_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">cria de vampiro</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
e a coloca de volta em sua cripta – um destino que ela faria tudo ao
seu alcance para evitar. Sua atração por Strahd é superada pelo desejo
de aumentar seu próprio poder. Ela não é brinquedo de ninguém.</span></span></span></p></div></div></div></div></td></tr><tr><td colspan="6" style="padding-bottom: 6px; padding-left: 9px; padding-right: 9px;"><span style="font-size: medium;"><br /></span></td></tr></tbody></table><table class="w-100 stats stats--book stats--book-large" id="pagecontent" style="margin-left: 0px; margin-right: 0px; text-align: left;"><tbody><tr><td colspan="6" style="padding-bottom: 6px; padding-left: 9px; padding-right: 9px;"><span style="font-size: medium;"><br /></span></td></tr><tr><th class="border" colspan="6"><span style="font-size: medium;"><br /></span></th></tr></tbody></table>
<div class="cancer__footer-pad w-100" style="text-align: justify;"><span style="font-size: medium;"><br /></span></div><table class="w-100 stats stats--book stats--book-large" id="pagecontent" style="margin-left: 0px; margin-right: 0px; text-align: left;"><tbody><tr><td colspan="6" style="padding-left: 9px; padding-right: 9px; padding-top: 6px;"><span style="font-size: medium;"><br /></span></td></tr><tr class="text"><td class="py-2 px-y" colspan="6"><div class="rd__b rd__b--0"><h1 class="rd__h rd__h--0" data-title-index="1" data-title-relative-index="0"> <br /></h1></div><br /></td></tr></tbody></table><span style="font-size: medium;"><script src="moz-extension://bc13062b-f7c1-4af4-b79f-2ba1c15249cb/js/app.js" type="text/javascript"></script></span>Jfjuniorhttp://www.blogger.com/profile/06489839029081384326noreply@blogger.com0tag:blogger.com,1999:blog-1888798435178792165.post-21630370495248388622024-02-19T13:26:00.002-03:002024-02-19T13:26:17.383-03:00Brindes, vendas e pacotes de caridade para 18 de fevereiro de 2024<p style="text-align: justify;"><span style="font-size: medium;"> <span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Bem-vindo
às notícias sobre pacotes, brindes e vendas, a coluna semanal da EN
World que ajuda a garantir que você não perca grandes pacotes de RPG de
mesa, arrecadações de fundos para caridade e vendas em toda a Internet.</span></span><br /><br /></span>
</p><div style="text-align: justify;">
<div class="bbImageWrapper js-lbImage" data-lb-caption-extra-html=" · <a href="/media/469333-png.136489/"><i class="fa--xf far fa-camera" aria-hidden="true"></i> View media item</a>" data-lb-sidebar-href="/media/469333-png.136489/?lightbox=1" data-single-image="1" data-src="https://www.enworld.org/attachments/469333-png.347690/" title="469333.png"><span style="font-size: medium;"><img alt="469333.png" class="bbImage" data-url="" data-zoom-target="1" height="640" src="https://www.enworld.org/attachments/469333-png.347690/" title="469333.png" width="490" /></span>
</div>
</div><div style="text-align: justify;"><br /><span style="font-size: medium;"><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Brindes e pague o que quiser </span></span></b></span><br /><br /><span style="font-size: medium;"><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Observação: embora os downloads de “Pague o que quiser” estejam disponíveis gratuitamente, apoie os criadores se puder! </span></span></i></span><br /><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
A Monte Cook Games quer dar a você uma prévia do </span></span><i><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/471010/cypher-system-bestiary-free-preview?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Bestiário do Cypher System</span></span></a> </i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> que será lançado no próximo mês com uma prévia de 21 páginas do novo livro de monstros.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: Grátis</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
O Storytelling Collective tem um novo cenário de campanha para </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Level Up: Advanced 5e</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> no Kickstarter, e ele quer que você saiba do que se trata com </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/469333/chrono-slip-primer?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Chrono Slip Primer</span></span></i></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> com 57 páginas descrevendo o cenário onde o tempo é reiniciado a cada 72 horas no </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Groundhog Day</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ou </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Outer Selvagens</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: Grátis</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><i><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/470891/the-deal-hunter-s-toolkit?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">O Deal Hunter's Toolkit</span></span></a> </i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
é um suplemento 5e da Grayscale Press que inclui não apenas novos itens
mágicos, mas também novas regras para navegar nos mercados e negociar
com comerciantes.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: Grátis</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
Philip Reed Games postou a </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/470732/vs-monsters-deluxe-edition-2004-edition-by-philip-reed" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">edição de 2004 de </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">vs. Monsters Deluxe Edition</span></span></i></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
, um jogo escrito por Reed em apenas 24 horas há mais de vinte anos na
tentativa de criar um RPG inspirado em Neil Gaiman, Lewis Carrol, Tim
Burton e outros com uma reviravolta enfrente Americana.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: pague o que quiser (sugerido: $ 3,00)</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Os fãs de Shadowdark</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> se saíram bem esta semana, pois há três novos produtos esta semana, começando com </span></span><i><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/470765/shots-in-the-dark-one-shot-adventures-compatible-with-shadowdark-rpg?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Shots in the Dark: One-Shot Adventures</span></span></a></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
, uma antologia gigante de 68 páginas com 18 aventuras, juntamente com
orientações para executá-las e novas tabelas para eventos e encontros
aleatórios. .</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: Grátis</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
O próximo da Philip Reed Games é </span></span><i><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/471160/shadowspark-flickering-torches-designed-for-use-with-shadowdark-rpg?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">ShadowSpark Flickering Torches</span></span></a></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , um novo sistema de regras opcionais para </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Shadowdark</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> que introduz uma mecânica de torre Jenga para exploração.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: pague o que quiser (sugestão: $ 1,00)</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
E, finalmente, temos outro conjunto de regras alternativas para </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Shadowdark</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> com </span></span><i><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/470944/shadowdark-hex-crawl-rules-preview?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Shadowdark Hex Crawl Rules</span></span></a> </i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> de Abol Tabol. </span><span style="vertical-align: inherit;">Gerencie seus recursos e encontre recompensas em cada hexágono ao usar este sistema de exploração opcional.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: Grátis</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
Son of Oak Game Studio pegou o sistema </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">City of Mist</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e o adaptou em seu próprio jogo com </span></span><i><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/471091/legend-in-the-mist-tinderbox-demo?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Legend in the Mist</span></span></a></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
, um RPG de fantasia rústica projetado para permitir grupos de níveis
mistos, garantindo que todos os personagens tenham o mesmo poder
narrativo, independentemente de seu nível de poder. . </span><span style="vertical-align: inherit;">Esta </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">demonstração do Tinderbox</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
inclui uma aventura curta, regras simplificadas, três personagens
pré-gerados (cada um com três variantes de arte diferentes) e tudo o
mais necessário para jogar um jogo de demonstração, além dos dados.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: Grátis</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
Os fãs de OSR que jogam </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Basic/BX/BECMI</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> em busca de um novo desafio devem dar uma olhada em </span></span><i><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/470618/the-palace-of-evendur-basic-adventure-module?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">The Palace of Evendur</span></span></a> </i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
de Crawler Solo, uma aventura para personagens de 1º a 3º nível que
devem desvendar o mistério de um palácio abandonado e coberto de
vegetação à beira de uma floresta encantada. .</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: pague o que quiser (sugerido: US$ 1,26)</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
Com um nome de módulo como </span></span><i><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/470945/temple-of-the-blood-glob-cult-a-solo-dungeon-crawl-for-moerk-borg-soelitary-defilement?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Temple of the Blood-Glob Cult</span></span></a></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , preciso dizer que é para </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Mörk Borg</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ? </span><span style="vertical-align: inherit;">Este rastreamento de masmorra solo também pode ser usado com </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Sölitary Defilement</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> para ver se você consegue sobreviver.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: pague o que quiser (sugestão: $ 1,00)</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
A Ondaris Publishing tem um novo cenário para o
seu RPG de fantasia favorito ou particularmente para o sistema OSR com </span></span><i><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/470757/a-traveler-s-guide-to-ondaris?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">A Traveller's Guide to Ondaris</span></span></a></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . </span><span style="vertical-align: inherit;">A
magia é rara em um mundo repleto de dinossauros e outros perigos
pré-históricos, enquanto seu grupo explorará o mundo em busca de
desvendar os segredos de uma civilização antiga.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: pague o que quiser (sugestão: $ 1,00)</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span class="" style="vertical-align: inherit;">
Lindsey Bonnette lançou </span></span><i><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/470667/pretender-to-the-flame?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span class="" style="vertical-align: inherit;">Pretender to the Flame</span></span></a></i><span style="vertical-align: inherit;"><span class="" style="vertical-align: inherit;"> , um kit de aventura para </span></span><i><span style="vertical-align: inherit;"><span class="" style="vertical-align: inherit;">Worlds Without Number</span></span></i><span style="vertical-align: inherit;"><span class="" style="vertical-align: inherit;">
(ou facilmente convertido para outros sistemas OSR) onde o grupo deve
ajudar nos preparativos e evacuações enquanto um vulcão fica à beira da
erupção e várias forças estão cutucando um novato. deus do vulcão para
fazer isso acontecer.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: pague o que quiser (sugerido: $ 5,00)</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
O novo cenário </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Call of Cthulhu</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> de Chicho ORCARIZ “Arkashka” coloca um esquadrão da Segunda Guerra Mundial como investigadores na </span></span><i><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/470801/operation-midnight-sun?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Operação Midnight Sun</span></span></a></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
, onde eles devem usar furtividade e astúcia para descobrir o que os
alemães estão fazendo no Atlântico Norte e sobreviver à dura paisagem
para rastrear. abaixo seu site secreto.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: pague o que quiser (sugerido: $ 3,99)</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
Grant Howitt postou </span></span><i><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/470729/lexicutioners?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Lexicutioners</span></span></a></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , um spin-off do RPG </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Spire</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> onde os personagens usam suas habilidades especiais para reescrever as regras. </span><span style="vertical-align: inherit;">Literalmente.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: pague o que quiser (sugerido: $ 3,00)</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
Todo mundo sabe que quando um asteróide ameaça o
mundo, você não pode treinar astronautas para se tornarem PCs mais
rápido do que treinar PCs para se tornarem astronautas na </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/470643/cy-mageddon-a-cy-borg-emergency?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">aventura </span><span style="vertical-align: inherit;">CY_BORG </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">CY_MAGEDDON </span></span></i><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de</span></span></i></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> JKW.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: pague o que quiser (sugestão: $ 1,00)</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><i><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/470620/gloomland-a-travel-stone-adventure-for-labyrinth-lord-and-other-basic-expert-games?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Gloomland: A Travel Stone Adventure</span></span></a> </i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> da GB MacKenzie Books é uma aventura de 84 páginas para</span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> Labyrinth Lord</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
ou qualquer outro jogo OSR estilo B/X e inclui um mapa do Baronato de
Gloomland adequado para um rastreamento de mapa, descrições do Baronato e
seus habitantes , uma masmorra de 40 salas com monstros e tesouros, 22
reinterpretações de monstros e muito mais.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: pague o que quiser (sugerido: $ 7,49)</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
Thomas Kolar está de volta com </span></span><i><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.dmsguild.com/product/467315/Olympus-A-Ravenloft-Domain-of-Dread?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Olympus: A Ravenloft Domain of Dread</span></span></a></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> do podcast </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Wonderful World of Darkness</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , desta vez baseado no filme de animação </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Hércules</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . </span><span style="vertical-align: inherit;">Sim, os Olímpicos chegaram ao Semiplano do Pavor, e onde há Olímpicos, há Heróis.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: Grátis</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
Embora seja um pouco tarde para o Dia dos Namorados deste ano, </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.dmsguild.com/product/471101/Love-is-in-the-Lair?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">The Mage's Hand has </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Love is in the Air</span></span></i></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
, um tablet aleatório para falas de D&D para a próxima vez que você
tiver um aspirante a NPC de Casanova ou apenas quiser rir de uma frase
cafona.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: pague o que quiser (sugestão: $ 1,00)</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
A aventura </span></span><i><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.dmsguild.com/product/471101/Love-is-in-the-Lair?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Wishes of Krystal Deep</span></span></a> </i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
de Romi Rizky coloca o grupo de 3º nível no papel de prisioneiros
prestes a serem perdoados em troca de ajudar uma nobre Kasandra Vuer a
investigar uma mina abandonada.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: pague o que quiser (sugerido: $ 0,50)</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
Johnny Vestergaard tem uma aventura de nível 1 de duas horas para APL 3 intitulada </span></span><i><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.dmsguild.com/product/470996/FRDCTimberdale01-The-Tulba-Dish?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">FR-DC-Timerdale-01 The Tulba Dish,</span></span></a></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
onde a festa parou em um pequeno assentamento de lenhadores com uma
característica surpreendente e misteriosa na praça da cidade.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: pague o que quiser (sugestão: $ 1,00)</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
Se </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Ravenloft</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> já era assustador o suficiente, David Dudhill quer piorar a situação removendo o santuário do sono com </span></span><i><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.dmsguild.com/product/470202/Curse-of-Strahd-Rebitten--Improved-Nightmares?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Pesadelos Aprimorados</span></span></a></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , um minissuplemento com regras opcionais para sonhos e pesadelos.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: pague o que quiser (sugestão: $ 1,00)</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
David Dunhill também trouxe um rosto familiar para </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Ravenloft</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> com </span></span><i><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.dmsguild.com/product/470947/Curse-of-Strahd--Improved-Jenny-Greenteeth?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">a Melhorada Jenny Greenteeth</span></span></a></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
, uma NPC da Adventure League em Phlan que foi arrastada para a
Baróvia, onde abriu uma loja em todas as cidades, oferecendo serviços de
lançamento de feitiços com um toque diferente.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: pague o que quiser (sugestão: $ 1,00)</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
Esteja você escolhendo um novo grupo com </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Lost Mine of Phandelver</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ou usando a campanha expandida </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Phandelver e Below: The Shattered Obelisk</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , RJ Stanley quer ajudá-lo a reforçá-lo com </span></span><i><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.dmsguild.com/product/470679/Along-The-Triboar-Trail-Cragmaw-Country?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Along the Triboar Trail: Cragmaw Country</span></span></a></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , uma coleção de 12 jogos diurnos e encontros noturnos que se estendem aos goblins Cragmaw.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: pague o que quiser (sugerido: $ 0,50)</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
No Storyteller's Vault, Bill Durfy lançou </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.storytellersvault.com/product/470330/Mage-China-Behind-the-Great-Wall?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Mage China: Behind the Great Wall</span></span></i></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , um perfil da fortaleza tecnocrática nas margens do Lago Tai para </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Mage: The Ascension 20th Anniversary Edition</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: pague o que quiser (sugerido: $ 9,99)</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
A primeira Rodada Relâmpago desta semana
apresenta recursos de gamemaster/DM como monstros, mapas, geradores
aleatórios, aventuras de uma página, encontros imediatos e muito mais. </span><span style="vertical-align: inherit;">Todos os produtos são Gratuitos ou pague o que quiser com o preço sugerido entre parênteses.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/471093/one-pager-the-cannibal-druid?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">One-Pager: The Cannibal Druid</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (NPC de fantasia com sistema neutro e localização) da Raging Swan Press (grátis)</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/471044/grondhal-hammer-of-the-giants?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Grondhal: Martelo dos Gigantes</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (item mágico) de Arclands Online (grátis)</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/470843/heroic-maps-the-bloodmoon-ball?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Mapas Heroicos – The Bloodmoon Ball</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (Mapa de Batalha) de Heroic Maps (Grátis)</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/470976/print-paste-textures-stone-steps?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Imprimir e colar texturas: Stone Steps</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (texturas imprimíveis em 2D para terrenos de espuma) da Crooked Staff Publishing ($ 1,26)</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/470817/print-n-play-battlemaps-7?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Imprima e jogue Battlemaps 7</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (Battlemaps) da Piranha Squirrel Productions ($ 1,00)</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/471291/shadowspark-skeletal-foes-designed-for-use-with-shadowdark-rpg?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">ShadowSpark Skeletal Foes</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ( monstros </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Shadowdark</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) da Philip Reed Games ($ 2,00)</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.dmsguild.com/product/470924/SpellBased-Monster--Zephyrian?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Zephyrian</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (monstro 5e CR 1/2) da Gryphon Games (grátis)</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.dmsguild.com/product/471128/Wolfcaller?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Wolfcaller</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (item mágico 5e) de Nikos Konstans ($ 1,00)</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.dmsguild.com/product/471017/Windcleaver?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Windcleaver</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (item mágico 5e) de Nikos Konstans ($ 1,00)</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.dmsguild.com/product/470910/Honored-Blade-of-the-Duelist?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Lâmina Honrada do Duelista</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (item mágico 5e) de Nikos Konstans (US$ 1,00)</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.dmsguild.com/product/470894/Yokai-Lore-Ledger-1--White-Floater?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Yokai Lore Ledger # 1 – White Floater</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (monstro 5e CR 2) de TheTrickster314 ($ 0,50)</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.dmsguild.com/product/470790/Villains-Reforged-Halaster-Blackcloak?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Vilões Reforjados: Halaster Blackcloak</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (5e CR 23 NPC) de JW Rose ($ 0,99)</span></span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
A segunda Rodada Relâmpago apresenta recursos do
jogador como classes, subclasses, antecedentes, talentos, raças/espécies
e muito mais. </span><span style="vertical-align: inherit;">Todos os produtos são Gratuitos ou pague quanto quiser com o preço sugerido entre parênteses.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/470902/healer-brewmaster-and-potions?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Healer – Brewmaster and Potions</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ( profissão </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Dragonbane</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) de Lars Gyrulf ($ 1,08) </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/470896/helare-bryggmaestare-och-trolldrycker?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Também em sueco</span></span></a></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.dmsguild.com/product/468468/Grung-Dual-Origin?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Grung Dual Origin</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (espécie 5e) de Chronicles of Lost Tomes (US$ 0,00)</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.dmsguild.com/product/471270/Path-of-the-Sun-Titan-Barbarian-Subclass?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Caminho do Titã Sol</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (subclasse Bárbaro 5e) de Nikos Konstans ($ 5,00)</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.dmsguild.com/product/470812/Catholic-Subclasses?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Subclasses católicas</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (várias subclasses 5e) da 20Quests Games (US$ 0,50)</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.dmsguild.com/product/470798/Way-of-the-Shroud?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Caminho do Sudário</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (subclasse Monk 5e) de Evan Horton ($ 0,50)</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.dmsguild.com/product/470797/Path-of-the-Frost-Shield?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Caminho do Escudo Congelante</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (subclasse Bárbaro 5e) de Evan Horton ($ 0,50)</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.dmsguild.com/product/470793/Oath-of-the-Chain?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Juramento da Corrente</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (subclasse Paladino 5e) de Evan Horton ($ 0,50)</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.dmsguild.com/product/470985/Path-of-the-Marked--A-Barbarian-subclass?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Caminho dos Marcados</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (subclasse Bárbaro 5e) de Halo VI ($ 0,50)</span></span></span></li></ul><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">
<div class="bbImageWrapper js-lbImage" data-lb-caption-extra-html=" · <a href="/media/470144-png.136488/"><i class="fa--xf far fa-camera" aria-hidden="true"></i> View media item</a>" data-lb-sidebar-href="/media/470144-png.136488/?lightbox=1" data-single-image="1" data-src="https://www.enworld.org/attachments/470144-png.347689/" title="470144.png"><span style="font-size: medium;"><img alt="470144.png" class="bbImage" data-url="" data-zoom-target="1" height="640" src="https://www.enworld.org/attachments/470144-png.347689/" title="470144.png" width="495" /></span>
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</div><div style="text-align: justify;"><br /><span style="font-size: medium;"><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Nota sobre pacotes e vendas </span></span></b></span><br /><br /><span style="font-size: medium;"><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">:
incluí datas de término quando listadas para as vendas a seguir, mas
esteja avisado que aquelas sem datas de término publicadas podem
terminar repentinamente, portanto, planeje as compras de acordo. </span></span></i></span><br /><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
Chaosium tem uma promoção em comemoração à sua nova série de streaming </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Graveyards of Arkham</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , com descontos em títulos de </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Call of Cthulhu</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> no Roll20, incluindo a pré-encomenda do livro-fonte </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Call of Cthulhu: Arkham</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: $ 5 de desconto na pré-encomenda, 20% de desconto em outros títulos selecionados</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
Dungeonmasters Guild tem </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.dmsguild.com/sale.php?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">uma promoção em módulos da Adventure League</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> com descontos em mais de 1.400 aventuras organizadas e prontas para jogar de uma ampla variedade de designers.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: 25% de desconto</span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Data de término: 20 de fevereiro de 2024</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
Com a próxima série da Netflix, </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Avatar: The Last Airbender</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> está de volta à mente das pessoas e a Magpie Games quer facilitar o início do </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/470144/avatar-legends-uncle-iroh-book-bundle-bundle?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">RPG </span><span style="vertical-align: inherit;">Avatar </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Legends</span></span></i></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> com um pacote contendo todos os quatro livros lançados até agora. </span><span style="vertical-align: inherit;">Isso não inclui apenas o livro de regras básico, o livro de cenário </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">da Cidade da República</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , o livro NPC </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Wan Shi Tong's Adventure Guide</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e uma pré-encomenda do próximo </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Uncle Iroh's Adventure Guide</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: $ 76,46 (10% de desconto)</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
RPGGamer postou três pacotes para a linha </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Monsters for Fantasy</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> com seis títulos diferentes com monstros temáticos não para um, não dois, mas três sistemas diferentes – </span></span><i><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/470027/monsters-for-fantasy-for-5e-bundle?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Dungeons & Dragons 5e</span></span></a></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><i><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/470029/monsters-for-fantasy-for-dragonbane-bundle?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Dragonbane</span></span></a></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e </span></span><i><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://preview.drivethrurpg.com/en/product/470031/monsters-for-fantasy-for-shadowdark-bundle?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Shadowdark</span></span></a></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> cada um com os mesmos monstros.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: $ 15,50 cada (40% de desconto)</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
No Storytellers Vault, </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.storytellersvault.com/product/471227/Vampire-The-Requiem-2E-Collection-BUNDLE?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">The </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Vampire: The Requiem 2e</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> Collection</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> for the </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Chronicles of Darkness</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> apresenta o livro de regras principal e nove outros livros de referência, livros de cenário, crônicas e muito mais.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span class="" style="vertical-align: inherit;">Preço: $ 41,99 (60% de desconto)</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.storytellersvault.com/product/471228/Demon-The-Descent-Collection-BUNDLE?affiliate_id%3D36142" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">The </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Demon: The Descent</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> Collection</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> reúne treze livros, incluindo as regras básicas, </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o Guia do Narrador</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , livros de cenário, livros de referência e muito mais para permitir que você assuma o papel de um anjo caído no </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Mundo das Trevas</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> original .</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: $ 41,99 (60% de desconto)</span></span></li></ul><div style="text-align: justify;"><br /></div>
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<div class="bbImageWrapper js-lbImage" data-lb-caption-extra-html=" · <a href="/media/hbparanoia-png.136486/"><i class="fa--xf far fa-camera" aria-hidden="true"></i> View media item</a>" data-lb-sidebar-href="/media/hbparanoia-png.136486/?lightbox=1" data-single-image="1" data-src="https://www.enworld.org/attachments/hbparanoia-png.347687/" title="hbparanoia.png"><span style="font-size: medium;"><img alt="hbparanoia.png" class="bbImage" data-url="" data-zoom-target="1" height="360" src="https://www.enworld.org/attachments/hbparanoia-png.347687/" title="hbparanoia.png" width="640" /></span>
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</div><div style="text-align: justify;"><br /><span style="font-size: medium;"><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Pacotes de caridade e vendas</span></span></b></span><br /><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
O Jennell Jaquays Memorial Game Jam está completo e a </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://crowdfundr.com/perinthos?ref%3Dab_26dxS3vPCAA26dxS3vPCAA" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">supermasmorra final, </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Return to Perinthos</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , está atualmente no Crowdfundr</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . </span><span style="vertical-align: inherit;">Os
criadores doaram mais de 200 páginas de material para criar esta
megamasmorra de mais de 80 níveis para uma ampla variedade de sistemas
de RPG de fantasia. </span><span style="vertical-align: inherit;">Se
você quiser uma cópia, certifique-se de reservar a sua, pois apenas um
pequeno número estará disponível após o término da campanha.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: $ 50 pelo livro físico</span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Caridade: A família de Jennell Jaquays para ajudar a pagar contas médicas e outros custos finais</span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Data de término: 27 de fevereiro de 2024</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
A Mean Green Press está hospedando </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://itch.io/b/2279/hope-jam-bundle" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o Hope Jam! </span><span style="vertical-align: inherit;">Pacote</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> em itch.io com 34 RPGs de mesa independentes. </span><span style="vertical-align: inherit;">Durante
um mês, de meados de dezembro a meados de janeiro, o game jam contou
com 31 criadores trabalhando no tema esperança, comunidade,
sustentabilidade e bondade humana. </span><span style="vertical-align: inherit;">Os
títulos variam de solarpunk, hopepunk, fantasia, terror, cyberpunk,
pós-apocalipse e muito mais, todos com foco em melhorar o mundo.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: $ 15</span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Caridade: Honor the Earth (70%, os fundos restantes vão para os criadores)</span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Data de término: 16 de março de 2024</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
O </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://itch.io/b/2256/solo-but-not-alone-4" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">pacote Solo but Not Alone 4</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> está disponível no Itch.io com mais de 100 RPGs solo. </span><span style="vertical-align: inherit;">De jogos tradicionais de fantasia, ficção científica e super-heróis a versões “nenhuma marca registrada foi prejudicada” de </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Pokémon</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Blade Runner</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
e muito mais, até a orientação mundana em um trabalho corporativo e os
perigos da propriedade de uma casa, até o mais esotérico, onde você
observa humanos eventos do ponto de vista de um slime e venda de livros
para animais. </span><span style="vertical-align: inherit;">Há também </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://takethisorg.itch.io/solo-but-not-alone-4" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">uma planilha de ajuda</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> para acompanhar todos os jogos e filtrar por gênero, idade e conteúdo.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: $ 10,00 (97% de desconto)</span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Caridade: Take This recursos de saúde mental (todos os rendimentos)</span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Data de término: 9 de março de 2024</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
Também no Itch.io está </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://itch.io/b/2262/ttrpg-bundle-for-trans-youth" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o pacote TTRPG de jovens trans</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> coletado por Riley, que esperava arrecadar dinheiro depois que a bolsa de seu grupo local de jovens trans não foi renovada. </span><span style="vertical-align: inherit;">O
pacote apresenta 119 RPGs independentes e jogos solo que vão do
mistério ao terror, à cultura pop, à ficção científica, ao romance, ao
drama e muito mais, incluindo até alguns suplementos 5e.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: $ 5 (99% de desconto)</span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Caridade: Emerge, Birmingham LGBT (todos os rendimentos)</span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Data de término: 8 de março de 2024</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
No Bundle of Holding, há um trio de pacotes para </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o HERO System</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e seus jogos derivados, começando com </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://bundleofholding.com/presents/2024EarlyChamps" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o Early </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Champions</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> Bundle</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . </span><span style="vertical-align: inherit;">Adquira
as três primeiras edições do clássico RPG de super-heróis junto com os
cinco primeiros livros sobre inimigos, o livro de fontes </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Gadgets</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e as expansões de regras </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de Champions II</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Champions III</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . </span><span style="vertical-align: inherit;">A Coleção Bônus adiciona todos os livros disponíveis para essas três edições de </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Campeões</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , incluindo </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Strike Force, Super-Agents, Golden Age of Champions,</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> 5 livros de organização, 12 aventuras e </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Autoduel Champions</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: $ 14,95 (80% de desconto) com opção Level Up de custo variável</span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Caridade: Programa de Designer Emergente do Prêmio Diana Jones (10%)</span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Data de término: 27 de fevereiro de 2024</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
O segundo pacote é </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://bundleofholding.com/presents/EarlyHero2024" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o Early </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">HERO System</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> Bundle</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> com cinco livros de RPG que não são de super-heróis, incluindo </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Justince Inc, Espionage! </span><span style="vertical-align: inherit;">& Danger International, Fantasy Hero 1e, Star Hero 1e</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Robot Warriors</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . </span><span style="vertical-align: inherit;">A coleção de suplementos adiciona 2 suplementos </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">da Justice Inc.</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , 5 </span><span style="vertical-align: inherit;">livros </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de Espionage & DI</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , 3 suplementos </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Fantasy HERO 1e , o </span></span></i><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Hero System Bestiary</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Robot Gladiators</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">The Armory</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: $ 9,95 (81% de desconto) com opção Level Up de custo variável</span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Caridade: Programa de Designer Emergente do Prêmio Diana Jones (10%)</span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Data de término: 27 de fevereiro de 2024</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
E o último dos três pacotes </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">do HERO System</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> é </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://bundleofholding.com/presents/HeroMags2024" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o pacote </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">HERO</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> Magazines</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> com as primeiras vinte edições do periódico oficial dos </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Campeões</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e do </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">HERO System</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . </span><span style="vertical-align: inherit;">A Coleção Bônus acrescenta as edições #21-47, </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Adventurer's Club</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> #1-27 e </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Haymaker Archives</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> #17.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: $ 7,95 (82% de desconto) com opção Level Up de custo variável</span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Caridade: Programa de Designer Emergente do Prêmio Diana Jones (10%)</span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Data de término: 27 de fevereiro de 2024</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
No Humble Bundle, a Friend Computer gentilmente permitiu que a Mongoose Publishing agrupasse </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.humblebundle.com/books/paranoia-25th-anniversary-rpg-mega-bundle-mongoose-publishing-books?partner%3Dgamerstavern" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">várias edições de </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Paranoia</span></span></i></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , o RPG distópico de ficção científica satírico. </span><span style="vertical-align: inherit;">Este
pacote apresenta um total de 32 títulos de nível superior que todo
residente do Alpha Complex precisa (a menos que seja um traidor mutante
comunista, é claro). </span><span style="vertical-align: inherit;">Pegue os livros de regras básicos do </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Paranoia Service Pack 1</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (a edição de 2004 do jogo) e do </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Paranoia Troubleshooters</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (a edição de 2009), além de livros de regras e aventuras de expansão. </span><span style="vertical-align: inherit;">Comprar o Mega Bundle RPG do 25º aniversário </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">da Paranoia</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> vai deixar o Friend Computer feliz, e você quer deixar o Computer feliz, não é cidadão?</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: $ 1/$ 10/$ 18 (91% de desconto no nível superior)</span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Caridade: Uma árvore plantada (definido pelo usuário, padrão 5%)</span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Data de término: 9 de março de 2024</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
R. Talsorian Games reuniu livros do </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.humblebundle.com/books/cyberpunk-red-2024-r-talsorian-games-books?partner%3Dgamerstavern" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">clássico </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Cyberpunk 2020</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e do novo </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Cyberpunk RED</span></span></i></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> em um único pacote. </span><span style="vertical-align: inherit;">O primeiro nível oferece um par de livros de cenário da era 2020, </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Rough Guide to the UK</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Tales of the Forlorn Hope,</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> enquanto o segundo nível adiciona mais nove cenários e livros de referência da era 2020, incluindo </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Night City</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , todos os quatro </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Chromebooks</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , o livro de conselhos do GM </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Ouça Up You Primitive Screwheads</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e muito mais, enquanto a camada superior adiciona o livro de regras básico clássico </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Cyberpunk 2020</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
se você quiser usar esses livros de referência para mais do que apenas
leitura de conhecimento de fundo, mas também fornece o livro de regras
básico para a edição atual </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Cyberpunk RED</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> mais os livros de referência </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Black Chrome, Danger Gal Dossier</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e três edições da revista </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Interface RED</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , e mais para um total de 23 títulos.</span></span></span><br /></div>
<ul style="text-align: justify;"><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Preço: $ 1/$ 10/$ 18 (93% de desconto no nível superior)</span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Caridade: Vida Extra (definido pelo usuário, padrão 5%)</span></span></li><li data-xf-list-type="ul"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Data de término: 24 de fevereiro de 2024</span></span></li></ul><div style="text-align: justify;"><br /><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
Isso é tudo por esta semana! </span><span style="vertical-align: inherit;">Se você souber de algum pacote ou promoção começando em breve, entre </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://discord.gg/VAuxX8M" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">em contato comigo no EN World Discord</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=http://chirp.enworld.org/@abstruse" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">marque-me no Mastodon</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ou </span></span><a class="link link--internal" href="https://www-enworld-org.translate.goog/conversations/add?to=Abstruse&_x_tr_sl=en&_x_tr_tl=pt&_x_tr_hl=pt-BR&_x_tr_pto=sc"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">envie-me uma mensagem aqui no EN World</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">As
porcentagens de desconto foram arredondadas para o número inteiro mais
próximo e baseiam-se no preço de varejo padrão fornecido pelo site. </span><span style="vertical-align: inherit;">Nota:
Links para Amazon, Humble Store, Humble Bundle, Fantasy Grounds e/ou
DriveThruRPG podem conter links afiliados com os lucros indo para o
autor desta coluna.</span></span></i><script src="moz-extension://bc13062b-f7c1-4af4-b79f-2ba1c15249cb/js/app.js" type="text/javascript"></script></span></div>Jfjuniorhttp://www.blogger.com/profile/06489839029081384326noreply@blogger.com0tag:blogger.com,1999:blog-1888798435178792165.post-69740825477607316862024-02-19T10:49:00.000-03:002024-02-19T10:49:00.126-03:00A maldição de Stradh Capítulo XII: O Mágico dos Vinhos<p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
vinho é a força vital do povo Baroviano. É uma das únicas indulgências
que lhes restam. Sem isso, muitos Barovianos perderiam o último
resquício de esperança e sucumbiriam ao desespero total. Embora
os Vistani tragam frequentemente vinho de terras distantes, eles o
compartilham com pouca frequência. Assim, a maior parte do vinho da
Baróvia vem de uma fonte: a vinícola e o vinhedo Wizard of Wines.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
Mágico dos Vinhos foi fundado por um mago cujo nome está enterrado nos
anais da história. O mago criou três joias mágicas, cada uma do tamanho
de uma pinha, e as plantou no rico solo do vale. Estas “sementes” deram
origem a videiras saudáveis, que produziram uvas doces e carnudas. Mesmo
depois que a maldição de Strahd se instalou na Baróvia, as gemas
impediram que as videiras e suas uvas sucumbissem à escuridão.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Strahd
legou a vinícola e o vinhedo à nobre família Krezkov como recompensa
pela lealdade da família. Mais tarde, um casamento arranjado entre os
Krezkovs e a família Martikov fez com que as terras fossem assumidas por
um descendente de Martikov. A vinícola e o vinhedo têm sido cuidados
pelos Martikovs desde então. Em algum momento, a família Martikov foi
infectada por uma licantropia generalizada. O atual patriarca, </span></span><span style="font-size: medium;"><a data-vet-hash="davian%20martikov_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#davian%20martikov_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Davian Martikov</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , é um homem-corvo, assim como seus filhos e netos. </span></span></span><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os homens-corvo fornecem vinho gratuitamente às tabernas Barovianas, sabendo do bem que ele traz ao povo Baroviano.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;"> </span></span><a href="https://5e.tools/img/adventure/CoS/110-cos12-01.webp" rel="noopener noreferrer" target="_blank">
<img class="rd__image" height="640" src="https://5e.tools/img/adventure/CoS/110-cos12-01.webp" width="640" />
</a></p><div class="rd__quote" style="text-align: justify;"><p class="rd__quote-line rd__quote-line--last"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">“ </span></span><span style="font-size: medium;"><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Ora, não é nada se tornar um animal, pois essa é a verdadeira natureza de todo homem. Não devemos usar coroas e beber em taças.</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ”</span></span></span></p><p><span style="font-size: medium;"><span class="rd__quote-by"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">- </span></span><a data-vet-hash="strahd%20von%20zarovich_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#strahd%20von%20zarovich_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Strahd von Zarovich</span></span></a></span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
vinícola é conhecida por três vinhos: o normal Purple Grapemash No. 3, o
ligeiramente mais tentador Red Dragon Crush e o rico Champagne du le
Stomp. Há dez anos, uma das jóias mágicas da vinha foi desenterrada e
roubada e, como resultado, a adega deixou de produzir a sua melhor
colheita, o champanhe. Ninguém sabe o que aconteceu com a gema. </span></span><span style="font-size: medium;"><a data-vet-hash="davian%20martikov_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#davian%20martikov_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Davian Martikov</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> culpa seu filho do meio, Urwin (ver </span></span><a href="https://5e.tools/adventure.html#CoS,6"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 5</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><a data-vet-entry="{"type":"entries","name":"N2. Blue Water Inn","page":98,"id":"333","entries":[{"type":"insetReadaloud","id":"334","entries":["Gray smoke issues from the chimney of this large, two-story wooden building with a stone foundation and sagging tile roof, upon which several ravens have perched. A painted wooden sign hanging above the main entrance depicts a blue waterfall."]},"The Blue Water Inn is Vallaki's main gathering place for locals, especially at night. The innkeeper, {@creature Urwin Martikov|CoS}, considers the inn a sanctuary from the evils of this land. In the event of trouble, the windows and doors can all be barred shut from within.","A bed for the night costs 1 ep. Characters looking for something to eat are fed hot beet soup and fresh bread at no additional charge. A cooked wolf steak costs 1 ep.","The inn offers a pint of Purple Grapemash No. 3 wine for 3 cp, or a pint of the superior Red Dragon Crush wine for 1 sp. Urwin is hurt if the characters complain about the wines, for his family makes them.","The inn's wine supply is almost depleted, and the latest delivery from the Wizard of Wines winery is overdue. If the characters claim to be adventurers, Urwin asks them if they would be so kind as to find out what's holding up the latest shipment, promising them free room and board if they return with the wine.",{"type":"gallery","images":[{"type":"image","href":{"type":"internal","path":"adventure/CoS/050-014.jpg"},"title":"Map 5.2: Blue Water Inn (Area N2)","width":2400,"height":3300,"mapRegions":[{"area":"35a","points":[[1016,349],[1016,864],[1159,864],[1159,349]]},{"area":"346","points":[[566,1458],[566,1914],[928,1914],[928,1458]]},{"area":"358","points":[[938,1317],[938,1605],[1157,1605],[1157,1317]]},{"area":"356","points":[[1017,1611],[1017,1830],[1160,1830],[1160,1611]]},{"area":"34b","points":[[1162,1904],[1162,1315],[1241,1315],[1241,1904]]},{"area":"353","points":[[1091,1911],[1091,2054],[1232,2054],[1232,1911]]},{"area":"351","points":[[1242,1910],[1242,2056],[1603,2056],[1603,1910]]},{"area":"34f","points":[[1609,1837],[1609,2059],[1832,2059],[1832,1837]]},{"area":"34f","points":[[1607,1609],[1607,1831],[1831,1831],[1831,1609]]},{"area":"34d","points":[[1530,1610],[1530,1904],[1601,1904],[1601,1610]]},{"area":"349","points":[[940,1614],[940,1907],[1154,1907],[1154,1836],[1011,1836],[1011,1614]]},{"area":"343","points":[[567,2500],[567,2943],[936,2943],[936,2500]]},{"area":"341","points":[[944,2355],[944,2574],[1234,2574],[1234,2355]]},{"area":"345","points":[[1014,2873],[1014,2727],[942,2727],[942,2873]]},{"area":"33f","points":[[941,2941],[1165,2941],[1165,2577],[1015,2577],[1015,2874],[941,2874]]},{"area":"33a","points":[[1237,2358],[1237,2580],[1167,2580],[1167,2940],[1314,2940],[1314,3018],[1461,3018],[1461,2944],[1529,2944],[1529,2874],[1604,2874],[1604,2730],[1525,2730],[1525,2358]]},{"area":"339","points":[[1538,2343],[1538,2653],[1697,2653],[1697,2343]]},{"area":"338","points":[[1643,2846],[1643,3063],[1805,3063],[1805,2846]]}],"imageType":"map","grid":{"type":"square","size":74,"offsetX":-18,"offsetY":-15},"id":"4ce","hrefThumbnail":{"type":"internal","path":"adventure/CoS/thumbnail/050-014.webp"}},{"type":"image","href":{"type":"internal","path":"adventure/CoS/051-cos501.jpg"},"title":"Player Version","width":2400,"height":3300,"imageType":"mapPlayer","grid":{"type":"square","size":74,"offsetX":-18,"offsetY":-15},"mapParent":{"id":"4ce"}}]},{"type":"entries","name":"Keepers of the Feather","page":98,"id":"335","entries":["{@creature Urwin Martikov|CoS} (LG male human) is a {@creature wereraven|VRGR} (see {@area appendix D|7d5|x}) and a high-ranking member of the Keepers of the Feather, a secret society of wereravens that opposes Strahd. Urwin's wife and business partner, {@creature Danika Dorakova|CoS} (LG female human), is also a {@creature wereraven|VRGR}, as are their two sons, Brom and Bray. The boys have only 7 hit points each and, at ages eleven and nine, are too young to be effective combatants.","At any given time, another {@dice 1d4} {@creature Wereraven|VRGR|wereravens} (members of the Keepers of the Feather) are present at the inn, either perched on the rooftop in raven form or huddled inside in human form. These wereravens are loyal friends of the Martikovs and help protect the inn.","If the characters earn the trust of the wereravens in Vallaki, the Keepers of the Feather will watch their backs. The next time the characters get themselves in serious trouble, you can have a group of {@dice 1d4} {@creature Wereraven|VRGR|wereravens} show up to rescue or otherwise help them."]},{"type":"entries","name":"Fortunes of Ravenloft","page":98,"id":"336","entries":["If your card reading reveals that a treasure is hidden at the inn, the Keepers of the Feather don't reveal where the treasure is until they know the characters are capable of protecting it. As a way of testing their abilities, Urwin gives the characters the following quest:",{"type":"insetReadaloud","id":"337","entries":["Urwin takes you aside and keeps his voice low. \"My supply of wine is nearly gone, and the next shipment is overdue. I'll give you what you seek if you bring me my wine. The vineyard and winery is a few miles west of here. Just follow the Old Svalich Road and the signs.\""]},"Urwin fails to mention that his cantankerous father, {@creature Davian Martikov|CoS}, owns the local winery and vineyard, the Wizard of Wines ({@adventure chapter 12|CoS|13}). There's bad blood between Urwin and his father (whom Urwin and Danika refer to as \"the old crow\"). Although Urwin could easily visit the winery himself, he considers dealing with his father to be a worthy test of the characters' competence, and he makes good on his promise if they complete the quest and return with his wine shipment.","Urwin sends a {@creature wereraven|VRGR} in raven form to observe the party's progress from a distance. If the characters get in trouble, the wereraven reports to Urwin at once."]},{"type":"entries","name":"N2a. Well","page":98,"id":"338","entries":["A 3-foot-high stone rim surrounds the mouth of this 40-foot-deep, moss-lined well. The inn draws fresh water from this well."]},{"type":"entries","name":"N2b. Outside Staircase","page":98,"id":"339","entries":["A wooden staircase hugs the outer wall of the inn and leads up to guest quarters on the upper floor ({@area areas N2l|34f|x} and {@area N2m|351|x}). The sturdy wooden door at the top of the stairs can be barred from the inside."]},{"type":"entries","name":"N2c. Taproom","page":100,"id":"33a","entries":[{"type":"insetReadaloud","id":"33b","entries":["Damp cloaks hang from pegs in the entrance portico. The tavern is packed with tables and chairs, with narrow paths meandering between them. A bar stretches along one wall, under a balcony that can be reached by a wooden staircase that hugs the north wall. Another balcony overhangs an entrance to the east. All the windows are fitted with thick shutters and crossbars. Lanterns hanging above the bar and resting on the tables bathe the room in dull orange light and cast shadows upon the walls, most of which are adorned with wolf heads mounted on wooden plaques."]},"The double doors leading into the taproom can be barred shut from within.","Mounted on braces and tucked into alcoves behind the bar are three wine barrels, each one three-quarters empty. Two of the barrels contain Purple Grapemash No. 3 (a cheap wine), and the third contains Red Dragon Crush (a fine wine). A brass spigot is hammered into each barrel.","Danika Martikov usually tends bar while her husband busies himself in the kitchen ({@area area N2e|341|x}). Their boys, Brom and Bray, scamper about and easily get underfoot.","Between dawn and noon, there are no patrons here, and the Martikovs are upstairs in their bedrooms ({@area areas N2o|356|x} and {@area N2p|358|x}) or in the attic ({@area area N2q|35a|x}).","From noon to dusk, the taproom holds {@dice 2d4} local patrons (male and female {@creature Commoner||commoners}). Between dusk and midnight, {@dice 2d8} Vallakians are here. In addition, one or more of the following people might be present during this time.",{"type":"entries","name":"Wolf Hunters","page":100,"id":"33c","entries":["{@creature Szoldar Szoldarovich|CoS} and {@creature Yevgeni Krushkin|CoS} (N male human {@creature Scout||scouts}) are local hunters who frequent the Blue Water Inn. They kill wolves and sell the meat for a living, and their work is dangerous and bloody. Both men are grim and have haunted looks in their eyes.","These two are dour fellows, but they seldom pass up an opportunity to earn coin. If the characters are looking for guides or information about the land of Barovia, Szoldar and Yevgeni can be of service. They aren't afraid to venture beyond Vallaki's walls during the day, and they know the woods and valley well. They're willing to serve as guides for 5 gp per day, or to provide directions to important landmarks in exchange for free drinks. They think it's foolish to travel \"this cursed realm\" at night and won't do so unless their payment is exorbitant (100 gp or more).","On rare occasions when he has something to say, Szoldar speaks brusquely, while Yevgeni usually parrots his friend in not so many words. Szoldar has a notch in his bow for every wolf he's killed, while Yevgeni adds a new swatch to his wolfskin cloak every time he makes a kill. Both men have families but spend most of their time together, either drowning their sorrows or hunting in the woods. Most of the wolf heads that adorn the tavern walls are the result of their handiwork.",{"type":"gallery","images":[{"type":"image","href":{"type":"internal","path":"adventure/CoS/052-cos05-05.webp"},"title":"{@creature Szoldar Szoldarovich|CoS}","width":697,"height":1000},{"type":"image","href":{"type":"internal","path":"adventure/CoS/053-cos05-06.webp"},"title":"{@creature Yevgeni Krushkin|CoS}","width":774,"height":1000}]}]},{"type":"entries","name":"Wachter Brothers","page":100,"id":"33d","entries":["Nikolai and Karl Wachter (N male human {@creature Noble||nobles}) are brothers of noble birth. They are brash drunkards always looking for trouble, though they are smart enough not to pick fights with well-armed strangers. Their mother, Fiona Wachter (see {@area area N4|39a|x}), is an influential figure in town, but her sons never talk about her. They'd rather listen to tales of the characters' harrowing adventures or hear about how the characters plan to free Vallaki from the burgomaster's madness."]},{"type":"entries","name":"Rictavio","page":100,"id":"33e","entries":["The lone guest of the Blue Water Inn at present is a colorfully dressed half-elf bard who goes by the name {@creature Rictavio|CoS}—a false identity adopted by the legendary vampire hunter Rudolph van Richten (see {@adventure appendix D|CoS|21|Rictavio}). He regales tavern patrons with stories so outrageous as to be hardly believable, yet he asserts they are true indeed. {@creature Rictavio|CoS} claims to be a carnival ringmaster from a distant land. He's been staying at the inn for almost a month, taking advantage of {@creature Urwin Martikov|CoS}'s generosity and good nature. When he arrived, he was accompanied by a monkey named {@creature Piccolo|CoS}. The monkey wasn't welcome at the inn, so {@creature Rictavio|CoS} gave it to the local toymaker (see {@area area N7|3df|x}).","{@creature Rictavio|CoS} admits to having no musical talent but manages to entertain locals nonetheless with his stories of faraway places. Twice each day, at dawn and again at dusk, he leaves the inn with a couple of apples and a cooked wolf steak wrapped in a handkerchief. He claims the food is for his portly friend, \"the destitute toymaker\" ({@area area N7|3df|x}) and his pet monkey. In fact, the apples are for his horse Drusilla ({@area area N2f|343|x}), and the steak is for his captured saber-toothed tiger ({@area area N5|3c9|x}).","During his stay at the inn, {@creature Rictavio|CoS} is quietly gathering information on the Keepers of the Feather, trying to figure out the identities of all the wereravens in town. He's also trying to learn as much as he can about the Vistani, particularly the ones living in the camp just outside town ({@area area N9|3e8|x}). Once he concludes that they are in league with Strahd, {@creature Rictavio|CoS} plans to unleash his trained saber-toothed tiger upon them, with or without the support of the wereravens.","{@creature Rictavio|CoS} wears a {@item hat of disguise} and a {@item ring of mind shielding} to conceal his identity. He carries an iron key that unlocks the door to his carnival wagon ({@area area N5|3c9|x})."]}]},{"type":"entries","name":"N2d. Wine Storage","page":101,"id":"33f","entries":[{"type":"insetReadaloud","id":"340","entries":["This hallway contains three curtained alcoves as well as a larger area stuffed with wine barrels."]},"The Martikovs store their wine here. Tucked behind red curtains are three alcoves, each one containing a half-emptied wine barrel lying on its side in a wooden brace. Twelve empty wine barrels are piled two high near the door to the kitchen ({@area area N2e|341|x}). All the barrels have the Wizard of Wines name burned into them.","Nine of the fifteen barrels, including two of the barrels in the curtained alcoves, have the following label burned into their sides, under the winery's name: Purple Grapemash No. 3. Six of the fifteen barrels, including one of the barrels in the curtained alcoves, have a different label: Red Dragon Crush.","The double doors that lead outside can be barred shut from within."]},{"type":"entries","name":"N2e. Kitchen","page":101,"id":"341","entries":[{"type":"insetReadaloud","id":"342","entries":["This room looks like the kitchen of someone who loves to cook. It has piles of pots, walls lined with utensils and shelves of ingredients, and all manner of pleasant odors. Two lanterns hang above a sturdy pine worktable in the middle of the clutter. A pot of soup bubbles on the hearth."]},"{@creature Urwin Martikov|CoS}, who prepares most of the meals, is found here throughout the day. He occasionally receives help from his two boys, but they are easily distracted. A cupboard against the east wall holds most of the inn's supply of cutlery and dishware, none of it valuable. A door in the west wall leads outside and is usually barred from the inside.","A secret door at the west end of the south wall can be pushed open to reveal a wooden staircase that leads up to {@area area N2i|349|x}."]},{"type":"entries","name":"N2f. Stable","page":101,"id":"343","entries":["The sliding wooden doors on the west wall of this room are held shut by an iron lock and chain. Urwin carries the key to the lock. The doors to the north and south can be barred shut from the inside but are usually unlocked.",{"type":"insetReadaloud","id":"344","entries":["You hear the squawking of birds and the plaintive whinny of a horse as you peer inside this stable. The stalls are clean and well maintained. One of them contains a gray mare. A small door is set into the east wall, and a wooden ladder gives access to a loft overhead. Perched on the wooden railing that encloses the loft are dozens of ravens."]},"Any character who has a horse can keep it here for 1 sp per night. The gray mare is a {@creature draft horse} named Drusilla, and she likes apples. The horse belongs to {@creature Rictavio|CoS} (see {@area area N2c|33a|x}).","The small door in the east wall can be pulled open to reveal {@area area N2g|345|x}. The loft is described in {@area area N2h|346|x}."]},{"type":"entries","name":"N2g. Storage","page":101,"id":"345","entries":["This small room lies under a wooden staircase ({@area area N2i|349|x}). Hanging from wooden pegs are saddles and barding to equip two horses. In an unlocked wooden chest are a dozen horseshoes, a wooden mallet, and a mound of horseshoe nails."]},{"type":"entries","name":"N2h. Ravens' Loft","page":101,"id":"346","entries":[{"type":"insetReadaloud","id":"347","entries":["Dim light spilling in through a pair of dirt-encrusted windows reveals piles of hay with pitchforks sticking out of them. Ravens rule this roost—you can see hundreds of them."]},"Characters who search the loft thoroughly find three pitchforks and a locked wooden chest buried under a pile of hay (see \"Treasure\" below), next to a secret door. If the characters tamper with the chest, the ravens gather into four {@creature Swarm of Ravens||swarms of ravens} and attack. If two swarms are killed, the others flee. Otherwise, they cease their attacks if the characters leave the chest alone. If the fighting continues for more than 3 rounds, {@creature Urwin Martikov|CoS} and two other wereravens hear the ruckus and investigate (in human form).","A secret door in the back of the loft can be pushed open to reveal a bedchamber ({@area area N2p|358|x}) beyond. No ability check is required to spot the secret door, because light in the room beyond slips through the door's cracks.",{"type":"entries","name":"Treasure","page":101,"id":"348","entries":["Inside the locked chest are 140 ep, 70 pp, two {@item Elixir of Health||elixirs of health}, three {@item Potion of Healing||potions of healing}, and a {@item Bag of Tricks, Gray||gray bag of tricks}. The coins are embossed with the profiled likeness of {@creature Strahd von Zarovich|CoS}."]}]},{"type":"entries","name":"N2i. Secret Stairs and Hall","page":101,"id":"349","entries":[{"type":"insetReadaloud","id":"34a","entries":["A wooden staircase to the north descends fifteen feet to a landing. A window dimly illuminates a short, wood-paneled hallway that runs west to east."]},"Guests aren't told about the inn's secret hallway. {@creature Rictavio|CoS} knows of its existence because he has heard the Martikov boys opening and closing the secret door closest to his room ({@area area N2n|353|x}).","At each end of this area is a secret door, each of which is easy to spot from inside the hallway (no ability check required). The northern secret door, at the bottom of the staircase, can be pulled open to reveal the kitchen ({@area area N2e|341|x}) beyond. The eastern secret door can be pulled open to reveal a balcony ({@area area N2j|34b|x}) that overlooks the taproom."]},{"type":"entries","name":"N2j. Great Balcony","page":102,"id":"34b","entries":[{"type":"insetReadaloud","id":"34c","entries":["A wooden balcony stretches the full length of the taproom, enclosed by a wooden railing carved with raven motifs. The taproom's many lanterns illuminate the rafters and cast ominous shadows on the peaked ceiling."]},"The balcony floor is 15 feet above the taproom floor.","A secret door at the south end of the western wall can be pushed open to reveal a wood-paneled hallway ({@area area N2i|349|x}) beyond."]},{"type":"entries","name":"N2k. Guest Balcony","page":102,"id":"34d","entries":[{"type":"insetReadaloud","id":"34e","entries":["This twenty-foot-long balcony provides a clear view of the bar and has a wooden railing carved with raven motifs. The taproom's many lanterns illuminate the rafters and cast ominous shadows on the peaked ceiling."]},"The balcony floor is 15 feet above the taproom floor."]},{"type":"entries","name":"N2l. Guest Rooms","page":102,"id":"34f","entries":["These two rooms have identical furnishings.",{"type":"insetReadaloud","id":"350","entries":["Two cozy beds with matching footlockers rest in the far corners of this fifteen-foot-square room. Wolf furs are heaped atop each bed. Between the beds, a lamp sits on a table under a shuttered window. Two tall black wardrobes stand against the wall by the door."]},"The door to this room can be locked from the inside, and each guest gets a key. Urwin and Danika carry spare keys. The footlockers and wardrobes are empty and are for the use of guests."]},{"type":"entries","name":"N2m. Guest Room","page":102,"id":"351","entries":[{"type":"insetReadaloud","id":"352","entries":["Four plain beds with straw mattresses line the north wall of this well-lit room. Each bed comes with a matching footlocker to store clothing and other belongings. A table and four chairs occupy the corner across from the door. An oil lamp resting on the table casts a bright yellow flame."]},"The door to this room can be locked from the inside, and each guest receives a key. Urwin and Danika carry spare keys. The footlockers are empty and are for the use of guests."]},{"type":"entries","name":"N2n. Private Guest Room","page":102,"id":"353","entries":["{@creature Rictavio|CoS} has a key to this room, which is locked at all times. Urwin and Danika carry spare keys. The door's lock can be picked, but discretion is called for because the door is in plain view of the taproom below.",{"type":"insetReadaloud","id":"354","entries":["This small guest room contains a bed heaped with wolf furs, a footlocker, a tall wardrobe, and a writing desk with matching chair. An oil lamp rests atop the desk near a journal bound in a red leather jacket."]},"{@creature Rictavio|CoS} sleeps here between midnight and dawn. At dawn, he leaves to check on his horse ({@area area N2f|343|x}) and his wagon ({@area area N5|3c9|x}), returning to the inn around noon. Between noon and dusk, there's a {@chance 40|40 percent} chance he is here; otherwise, he's in the taproom ({@area area N2c|33a|x}). At dusk, he leaves the inn to tend to his horse and his wagon again, then returns to his room to retire for the night.","{@creature Rictavio|CoS} is too clever to leave anything valuable or incriminating in his room. The footlocker and the wardrobe contain nothing but common clothes and travel wear.",{"type":"entries","name":"Rictavio's Journal","page":102,"id":"355","entries":["The journal on the desk is a bit of artifice that {@creature Rictavio|CoS} created to perpetuate the illusion that he is an entertainer in search of new acts for his traveling carnival. His writing makes frequent mention of conversations with Drusilla (which the journal fails to mention is the name of {@creature Rictavio|CoS}'s horse) and recounts many long and tedious journeys by wagon. {@creature Rictavio|CoS} has also written about various \"oddities\" he has seen in his travels, including the following:",{"type":"list","items":["A \"werehare\" child (a boy who transforms into a rabbit on nights of the full moon)","A half-orc woman named Gorabacha who could chew through iron chains","A giant, man-eating plant that had the most remarkable singing voice","A pair of conjoined goblins","A small man with no legs named Filmore Stunk, who could drink whole casks of wine without getting drunk"]}]}]},{"type":"entries","name":"N2o. Boys' Bedroom","page":102,"id":"356","entries":[{"type":"insetReadaloud","id":"357","entries":["A large, painted toy box rests between two small, cozy beds. Murals of ravens in flight are painted on the walls above the wood paneling."]},"Brom and Bray Martikova don't spend much time in this room. The toy box contains a pile of neglected toys, many of them etched with the slogan \"Is No Fun, Is No Blinsky!\" The toys include the following:",{"type":"list","items":["A miniature puppet theater with appropriately sized marionettes of a king, a queen, a prince, a princess, an executioner, a tax collector, a dunce, a vampire, and a vampire hunter","A garish toy Vistani wagon hitched to a wooden horse and filled with tiny wooden Vistani figures","A pair of painted wooden clown masks, one displaying a mean scowl and the other a frightened expression","A wooden top painted with images of scarecrows chasing children through the forest","A stuffed (real) bat on puppet strings"]},"A hidden trapdoor in the 8-foot-high ceiling opens into a secret attic ({@area area N2q|35a|x}).",{"type":"image","href":{"type":"internal","path":"adventure/CoS/054-cos05-07.webp"},"title":"The Martikov Family","width":1000,"height":705}]},{"type":"entries","name":"N2p. Master Bedroom","page":103,"id":"358","entries":[{"type":"insetReadaloud","id":"359","entries":["Matching end tables flank a large wood-framed bed with a red silk canopy. Across from the bed hangs a tapestry depicting a beautiful mountain valley. The other walls are dominated by a fireplace and a wardrobe."]},"Urwin and Danika retire to this room every night before heading to the attic ({@area area N2q|35a|x}) to sleep. This room is for appearances only and contains no valuables.","A secret door at the west end of the south wall can be pulled open to reveal the loft beyond ({@area area N2h|346|x}).","A hidden trapdoor in the 8-foot-high ceiling opens into a secret attic ({@area area N2q|35a|x})."]},{"type":"entries","name":"N2q. Secret Attic","page":103,"id":"35a","entries":[{"type":"insetReadaloud","id":"35b","entries":["This ten-foot-wide, thirty-five-foot-long attic has a ceiling that slants down toward the west, dropping from a height of eight feet to a height of five feet. Four straw nestscover the floor, and a locked iron strongbox sits against the north wall. A small square opening in the south wall leads outside. Two trapdoors with iron hinges are set into the floor."]},"The Martikovs sleep here at night in hybrid form. The opening in the south wall is just big enough for a raven or other Tiny creature to pass through. The wereravens can use this opening as an escape route.","The strongbox is described in \"Treasure\" below.","Two trapdoors, clearly visible on the floor, can be pulled open to reveal the bedchambers ({@area areas N2o|356|x} and {@area N2p|358|x}) that lie directly beneath them.",{"type":"entries","name":"Treasure","page":103,"id":"35c","entries":["Urwin carries the key to the locked iron strongbox. The lock can be picked with thieves' tools and a successful DC 20 Dexterity check. The box contains a sack of 150 ep (each coin bearing the profiled visage of {@creature Strahd von Zarovich|CoS}), six pieces of jewelry (worth 250 gp each), and three {@item Potion of Healing||potions of healing}."]}]},{"type":"entries","name":"Fortunes of Ravenloft","page":103,"id":"35d","entries":["If your card reading reveals that a treasure is here, it is in the iron strongbox."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,6,n2.%20blue%20water%20inn,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área N2</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
), pela perda porque Urwin estava de guarda na noite em que a gema foi
roubada. Davian está convencido de que Urwin se esquivou do dever de
passar mais tempo com sua noiva, e os dois homens estão em desacordo
desde então. Até hoje, Urwin nega veementemente a acusação de seu pai.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Para aumentar a miséria de Davian, os lobisomens têm se defendido dos ataques frequentes dos </span><span style="vertical-align: inherit;">espantalhos de </span></span><span style="font-size: medium;"><a data-vet-hash="baba%20lysaga_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#baba%20lysaga_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Baba Lysaga</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
. Há três semanas, durante um desses ataques, outra joia foi
encontrada, desenterrada e levada. Davian acredita que está na posse de </span></span><a data-vet-hash="baba%20lysaga_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#baba%20lysaga_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Baba Lysaga</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (ver </span></span><a href="https://5e.tools/adventure.html#CoS,11"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 10</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><a data-vet-entry="{"type":"entries","name":"U3. Baba Lysaga's Hut","page":163,"id":"55c","entries":[{"type":"insetReadaloud","id":"55d","entries":["Someone has built a ramshackle wooden hut on the stump of what was once an enormous tree. The rotting roots of the stump thrust up from the mire like the legs of a gigantic spider.","An open doorway is visible on one side of the hut, beneath which floats the upside-down, hollowed-out skull of a giant. Flanking the hut's doorway are two iron cages that dangle like hideous ornaments from the eaves. Scores of ravens are trapped in each one. They squawk and flutter their wings excitedly as you approach."]},{"type":"gallery","images":[{"type":"image","href":{"type":"internal","path":"adventure/CoS/101-cos10-02.jpg"},"title":"Map 10.2: {@creature Baba Lysaga|CoS}'s Creeping Hut","width":1000,"height":1000,"mapRegions":[{"area":"55c","points":[[375,440],[375,684],[618,684],[618,440]]}],"imageType":"map","grid":{"type":"square","size":80,"offsetX":-21,"offsetY":-37},"id":"6be","hrefThumbnail":{"type":"internal","path":"adventure/CoS/thumbnail/101-cos10-02.webp"}},{"type":"image","href":{"type":"internal","path":"adventure/CoS/102-cos1001.jpg"},"title":"Player Version","width":1125,"height":1125,"imageType":"mapPlayer","grid":{"type":"square","size":90,"offsetX":-23,"offsetY":-42},"mapParent":{"id":"6be","autoScale":true}}]},"{@creature Baba Lysaga|CoS} (see {@area appendix D|75d|x}) is inside her hut unless she has been drawn forth by activity elsewhere. The squawks of the birds are music to her ears, but the noise makes it impossible for her to hear anyone approaching. Only the howling of the skulls in {@area area U2|554|x} or sounds of combat nearby are loud enough to be heard over the squawking.","Inside each cage is a {@creature swarm of ravens} that fiercely attacks {@creature Baba Lysaga|CoS} and her {@creature Scarecrow||scarecrows} if released. Each cage is held shut by one of {@creature Baba Lysaga|CoS}'s {@spell arcane lock} spells, and opening it requires a {@spell knock} spell or a successful DC 20 Strength check. A character can also pick the lock with thieves' tools and a successful DC 20 Dexterity check.",{"type":"entries","name":"Giant Skull","page":163,"id":"55e","entries":["The upside-down skull that floats next to the hut is a hill giant's skull that {@creature Baba Lysaga|CoS} has hollowed out and transformed into a vehicle. It hovers in place until {@creature Baba Lysaga|CoS} commands it to fly, which she can do only while inside it. It has a flying speed of 40 feet. No one else can control the skull. A creature inside the skull has three-quarters cover against attacks made from outside the skull. The skull is big enough to hold one Medium creature. It has AC 15, 50 hit points, and immunity to poison and psychic damage."]},{"type":"entries","name":"Hut Interior","page":163,"id":"55f","entries":[{"type":"insetReadaloud","id":"560","entries":["The hut is fifteen feet on a side and packed with old furniture, including a wooden cot, a wicker cabinet, a slender wardrobe, a wooden table, a stool, a barrel-topped wooden chest reinforced with brass bands, and an iron tub stained with blood. In the middle of the room is a ghastly wooden crib with a small, angelic child sitting in it. All the furnishings except for the crib are bolted to the floor. Beneath the crib, green light seeps up through cracks between the rotting floorboards."]},"The child and the crib are illusions created by {@creature Baba Lysaga|CoS} using a {@spell programmed illusion} spell. {@creature Baba Lysaga|CoS} refers to the child as \"Strahd\" and created the illusion out of madness, because she considers herself a protective mother.","Beneath the hut's rotting floorboards is a 3-foot-deep cavity containing the magic, green-glowing gem that {@creature Baba Lysaga|CoS} took from the Wizard of the Wines winery. This gem animates the hut (see \"{@area The Creeping Hut|56d|x}\" in the \"Special Events\" section below). The floorboards can be ripped up or smashed with a successful DC 14 Strength check. Characters can also break through the floor by dealing 10 damage to it. The hut doesn't give up the gemstone easily, however (see \"{@area Baba Lysaga's Creeping Hut|753|x}\" in appendix D). If the gem is destroyed or removed from the cavity, the hut becomes {@condition incapacitated}.","{@creature Baba Lysaga|CoS} keeps soiled robes in the wardrobe and assorted spell components in the wicker cabinet. The tub is where she ritually bathes in blood to prevent aging (see \"{@area Gifts of Mother Night|75d|x}\" in the \"{@creature Baba Lysaga|CoS}\" section in {@area appendix D|75d|x}). If the characters approach the hut at an appropriate time without being noticed, they can see {@creature Baba Lysaga|CoS} bathing."]},{"type":"entries","name":"Treasure","page":163,"id":"561","entries":["The wooden chest in the hut is protected by a {@spell glyph of warding} that requires a successful DC 17 Intelligence ({@skill Investigation}) check to find. The glyph deals {@dice 5d8} thunder damage when triggered. Opening the lid releases four {@creature Crawling Claw||crawling claws} that fight until destroyed. Also contained in the chest are various items that {@creature Baba Lysaga|CoS} has taken from dead adventurers over the years:",{"type":"list","items":["1,300 gp","Five 500 gp gemstones","A vial containing {@item oil of sharpness}","Two {@item Spell Scroll||spell scrolls} ({@spell mass cure wounds} and {@spell revivify})","A pouch containing ten {@item +1 Sling Bullet||+1 sling bullets}","A set of {@item pipes of haunting}","A {@item Stone of Good Luck||stone of good luck (luckstone)}"]}]},{"type":"entries","name":"Fortunes of Ravenloft","page":163,"id":"562","entries":["If your card reading reveals that a treasure is here, it's in the chest with the other items."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,11,u3.%20baba%20lysaga's%20hut,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área U3</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A crença de Davian está correta. A gema foi um achado de sorte para </span></span><span style="font-size: medium;"><a data-vet-hash="baba%20lysaga_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#baba%20lysaga_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Baba Lysaga</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
, que já havia suspeitado que a magia era a raiz da saúde do vinhedo,
mas nada sabia sobre sua origem. Mesmo depois desta grande descoberta, </span></span><a data-vet-hash="baba%20lysaga_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#baba%20lysaga_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Baba Lysaga</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> continua a enviar seus espantalhos contra a vinícola, antagonizando os lobisomens como um mau vizinho.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Cinco dias atrás, druidas malvados roubaram a terceira e última joia e a levaram para Yester Hill ( </span></span><span style="font-size: medium;"><a href="https://5e.tools/adventure.html#CoS,15"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 14</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
). Os lobisomens lançaram um contra-ataque em Yester Hill, na esperança
de recuperá-lo, mas sem sucesso. Os druidas e suas pragas provaram ser
mais do que páreo para os licantropos.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Dois
dias atrás, os druidas retornaram com uma horda de pragas e expulsaram a
família de Davian da vinícola. Também envenenaram as cubas de
fermentação, deixando a vinícola com apenas algumas garrafas e barris de
vinho potável.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Mesmo
que os personagens consigam ajudar os Martikovs a recuperar a vinícola,
a produção de vinho no vale acabará por parar quando o vinhedo morrer.
Somente recuperando as joias mágicas e replantando-as no solo os
personagens poderão garantir que os Barovianos não fiquem sem vinho para
confortá-los nas noites escuras e miseráveis.</span></span></p><hr class="rd__hr rd__hr--section" style="margin-left: 0px; margin-right: 0px; text-align: left;" /><div class="rd__b rd__b--0" style="text-align: justify;"><h1 class="rd__h rd__h--0" data-title-index="2" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Aproximando-se da vinha</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p174</span></span></span></span></span></h1></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um ramal da Old Svalich Road leva ao vinhedo. Se os personagens se aproximarem por esse caminho, leia:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Depois
de oitocentos metros, a estrada transforma-se num trilho lamacento que
serpenteia pela floresta, descendo gradualmente até as árvores se
separarem, revelando um prado envolto em neblina. A trilha se divide. Um
ramo segue para o oeste, para o vale, e o outro para o sul, para a
floresta escura. Uma placa de madeira na interseção aponta para oeste e
diz “Vineyard”.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se os personagens seguirem para oeste na trilha em direção ao vinhedo, leia:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma
leve garoa começa a cair. Cercas sem pintura seguem cegamente a trilha,
que contorna ao norte de um extenso vinhedo antes de virar para o sul
em direção a um edifício imponente. A neblina assume formas
fantasmagóricas enquanto gira entre as fileiras de videiras bem
cuidadas. Aqui e ali, você vê meios barris com cabo de corda usados
para transportar uvas. Ao norte da trilha há um grande grupo de
árvores. Um homem vestindo uma capa e capuz escuros está parado na beira
das árvores, acenando para você.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A figura acenando é um dos nove </span></span><span style="font-size: medium;"><a data-vet-hash="wereraven_vrgr" data-vet-page="bestiary.html" data-vet-source="VRGR" href="https://5e.tools/bestiary.html#wereraven_vrgr"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">lobisomens</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
(humanos e fêmeas LG) escondidos no bosque ao norte do vinhedo. Se os
personagens ignorarem a figura encapuzada e continuarem em direção à
vinícola, os homens-corvos manterão distância e esperarão para ver o que
acontece.</span></span></span></p><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="3" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">A família Martikov</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p174</span></span></span></span></span></h2></div><div class="rd__b rd__b--0" style="text-align: justify;"><div class="rd__b rd__b--1"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se
os personagens se dirigirem em direção à figura encapuzada, os outros
homens-corvos emergem das árvores e os cumprimentam em forma humana.
Eles usam capas de chuva e capuzes de couro escuro.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um deles é o atual proprietário da vinícola e do vinhedo, </span></span><span style="font-size: medium;"><a data-vet-hash="davian%20martikov_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#davian%20martikov_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Davian Martikov</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
, que é um homem idoso e desconfiado. Até que ele confie nos
personagens, ele não diz nada sobre as joias roubadas, mas diz a eles
que druidas e pragas malignas atacaram a vinícola e forçaram sua família
a se refugiar na floresta.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se
os personagens livrarem a vinícola de seus invasores, Davian ficará
grato. Só então ele lhes conta que as três “sementes” mágicas da vinha
foram roubadas. Ele as descreve como joias do tamanho e formato de
pinhas, cada uma contendo uma luz verde brilhante, tão brilhante quanto
uma tocha. Para o bem de toda a Baróvia, ele incita os personagens a
viajarem para Berez ( </span></span><span style="font-size: medium;"><a href="https://5e.tools/adventure.html#CoS,11"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área U</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) e Yester Hill ( </span></span><a href="https://5e.tools/adventure.html#CoS,15"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área Y</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) para recuperar dois deles. Ele não tem ideia do que aconteceu com a terceira joia.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O grupo de Davian inclui as seguintes pessoas:</span></span></p><ul class="rd__list"><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Davian</span></span></li><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Adriano, seu filho mais velho</span></span></li><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Elvir, seu filho mais novo</span></span></li><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Stefania, sua filha adulta</span></span></li><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Dag Tomescu, marido de Stefania</span></span></li></ul><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Todos os cinco são membros dos Keepers of the Feather (ver </span></span><span style="font-size: medium;"><a href="https://5e.tools/adventure.html#CoS,6"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 5</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><a data-vet-entry="{"type":"entries","name":"N2. Blue Water Inn","page":98,"id":"333","entries":[{"type":"insetReadaloud","id":"334","entries":["Gray smoke issues from the chimney of this large, two-story wooden building with a stone foundation and sagging tile roof, upon which several ravens have perched. A painted wooden sign hanging above the main entrance depicts a blue waterfall."]},"The Blue Water Inn is Vallaki's main gathering place for locals, especially at night. The innkeeper, {@creature Urwin Martikov|CoS}, considers the inn a sanctuary from the evils of this land. In the event of trouble, the windows and doors can all be barred shut from within.","A bed for the night costs 1 ep. Characters looking for something to eat are fed hot beet soup and fresh bread at no additional charge. A cooked wolf steak costs 1 ep.","The inn offers a pint of Purple Grapemash No. 3 wine for 3 cp, or a pint of the superior Red Dragon Crush wine for 1 sp. Urwin is hurt if the characters complain about the wines, for his family makes them.","The inn's wine supply is almost depleted, and the latest delivery from the Wizard of Wines winery is overdue. If the characters claim to be adventurers, Urwin asks them if they would be so kind as to find out what's holding up the latest shipment, promising them free room and board if they return with the wine.",{"type":"gallery","images":[{"type":"image","href":{"type":"internal","path":"adventure/CoS/050-014.jpg"},"title":"Map 5.2: Blue Water Inn (Area N2)","width":2400,"height":3300,"mapRegions":[{"area":"35a","points":[[1016,349],[1016,864],[1159,864],[1159,349]]},{"area":"346","points":[[566,1458],[566,1914],[928,1914],[928,1458]]},{"area":"358","points":[[938,1317],[938,1605],[1157,1605],[1157,1317]]},{"area":"356","points":[[1017,1611],[1017,1830],[1160,1830],[1160,1611]]},{"area":"34b","points":[[1162,1904],[1162,1315],[1241,1315],[1241,1904]]},{"area":"353","points":[[1091,1911],[1091,2054],[1232,2054],[1232,1911]]},{"area":"351","points":[[1242,1910],[1242,2056],[1603,2056],[1603,1910]]},{"area":"34f","points":[[1609,1837],[1609,2059],[1832,2059],[1832,1837]]},{"area":"34f","points":[[1607,1609],[1607,1831],[1831,1831],[1831,1609]]},{"area":"34d","points":[[1530,1610],[1530,1904],[1601,1904],[1601,1610]]},{"area":"349","points":[[940,1614],[940,1907],[1154,1907],[1154,1836],[1011,1836],[1011,1614]]},{"area":"343","points":[[567,2500],[567,2943],[936,2943],[936,2500]]},{"area":"341","points":[[944,2355],[944,2574],[1234,2574],[1234,2355]]},{"area":"345","points":[[1014,2873],[1014,2727],[942,2727],[942,2873]]},{"area":"33f","points":[[941,2941],[1165,2941],[1165,2577],[1015,2577],[1015,2874],[941,2874]]},{"area":"33a","points":[[1237,2358],[1237,2580],[1167,2580],[1167,2940],[1314,2940],[1314,3018],[1461,3018],[1461,2944],[1529,2944],[1529,2874],[1604,2874],[1604,2730],[1525,2730],[1525,2358]]},{"area":"339","points":[[1538,2343],[1538,2653],[1697,2653],[1697,2343]]},{"area":"338","points":[[1643,2846],[1643,3063],[1805,3063],[1805,2846]]}],"imageType":"map","grid":{"type":"square","size":74,"offsetX":-18,"offsetY":-15},"id":"4ce","hrefThumbnail":{"type":"internal","path":"adventure/CoS/thumbnail/050-014.webp"}},{"type":"image","href":{"type":"internal","path":"adventure/CoS/051-cos501.jpg"},"title":"Player Version","width":2400,"height":3300,"imageType":"mapPlayer","grid":{"type":"square","size":74,"offsetX":-18,"offsetY":-15},"mapParent":{"id":"4ce"}}]},{"type":"entries","name":"Keepers of the Feather","page":98,"id":"335","entries":["{@creature Urwin Martikov|CoS} (LG male human) is a {@creature wereraven|VRGR} (see {@area appendix D|7d5|x}) and a high-ranking member of the Keepers of the Feather, a secret society of wereravens that opposes Strahd. Urwin's wife and business partner, {@creature Danika Dorakova|CoS} (LG female human), is also a {@creature wereraven|VRGR}, as are their two sons, Brom and Bray. The boys have only 7 hit points each and, at ages eleven and nine, are too young to be effective combatants.","At any given time, another {@dice 1d4} {@creature Wereraven|VRGR|wereravens} (members of the Keepers of the Feather) are present at the inn, either perched on the rooftop in raven form or huddled inside in human form. These wereravens are loyal friends of the Martikovs and help protect the inn.","If the characters earn the trust of the wereravens in Vallaki, the Keepers of the Feather will watch their backs. The next time the characters get themselves in serious trouble, you can have a group of {@dice 1d4} {@creature Wereraven|VRGR|wereravens} show up to rescue or otherwise help them."]},{"type":"entries","name":"Fortunes of Ravenloft","page":98,"id":"336","entries":["If your card reading reveals that a treasure is hidden at the inn, the Keepers of the Feather don't reveal where the treasure is until they know the characters are capable of protecting it. As a way of testing their abilities, Urwin gives the characters the following quest:",{"type":"insetReadaloud","id":"337","entries":["Urwin takes you aside and keeps his voice low. \"My supply of wine is nearly gone, and the next shipment is overdue. I'll give you what you seek if you bring me my wine. The vineyard and winery is a few miles west of here. Just follow the Old Svalich Road and the signs.\""]},"Urwin fails to mention that his cantankerous father, {@creature Davian Martikov|CoS}, owns the local winery and vineyard, the Wizard of Wines ({@adventure chapter 12|CoS|13}). There's bad blood between Urwin and his father (whom Urwin and Danika refer to as \"the old crow\"). Although Urwin could easily visit the winery himself, he considers dealing with his father to be a worthy test of the characters' competence, and he makes good on his promise if they complete the quest and return with his wine shipment.","Urwin sends a {@creature wereraven|VRGR} in raven form to observe the party's progress from a distance. If the characters get in trouble, the wereraven reports to Urwin at once."]},{"type":"entries","name":"N2a. Well","page":98,"id":"338","entries":["A 3-foot-high stone rim surrounds the mouth of this 40-foot-deep, moss-lined well. The inn draws fresh water from this well."]},{"type":"entries","name":"N2b. Outside Staircase","page":98,"id":"339","entries":["A wooden staircase hugs the outer wall of the inn and leads up to guest quarters on the upper floor ({@area areas N2l|34f|x} and {@area N2m|351|x}). The sturdy wooden door at the top of the stairs can be barred from the inside."]},{"type":"entries","name":"N2c. Taproom","page":100,"id":"33a","entries":[{"type":"insetReadaloud","id":"33b","entries":["Damp cloaks hang from pegs in the entrance portico. The tavern is packed with tables and chairs, with narrow paths meandering between them. A bar stretches along one wall, under a balcony that can be reached by a wooden staircase that hugs the north wall. Another balcony overhangs an entrance to the east. All the windows are fitted with thick shutters and crossbars. Lanterns hanging above the bar and resting on the tables bathe the room in dull orange light and cast shadows upon the walls, most of which are adorned with wolf heads mounted on wooden plaques."]},"The double doors leading into the taproom can be barred shut from within.","Mounted on braces and tucked into alcoves behind the bar are three wine barrels, each one three-quarters empty. Two of the barrels contain Purple Grapemash No. 3 (a cheap wine), and the third contains Red Dragon Crush (a fine wine). A brass spigot is hammered into each barrel.","Danika Martikov usually tends bar while her husband busies himself in the kitchen ({@area area N2e|341|x}). Their boys, Brom and Bray, scamper about and easily get underfoot.","Between dawn and noon, there are no patrons here, and the Martikovs are upstairs in their bedrooms ({@area areas N2o|356|x} and {@area N2p|358|x}) or in the attic ({@area area N2q|35a|x}).","From noon to dusk, the taproom holds {@dice 2d4} local patrons (male and female {@creature Commoner||commoners}). Between dusk and midnight, {@dice 2d8} Vallakians are here. In addition, one or more of the following people might be present during this time.",{"type":"entries","name":"Wolf Hunters","page":100,"id":"33c","entries":["{@creature Szoldar Szoldarovich|CoS} and {@creature Yevgeni Krushkin|CoS} (N male human {@creature Scout||scouts}) are local hunters who frequent the Blue Water Inn. They kill wolves and sell the meat for a living, and their work is dangerous and bloody. Both men are grim and have haunted looks in their eyes.","These two are dour fellows, but they seldom pass up an opportunity to earn coin. If the characters are looking for guides or information about the land of Barovia, Szoldar and Yevgeni can be of service. They aren't afraid to venture beyond Vallaki's walls during the day, and they know the woods and valley well. They're willing to serve as guides for 5 gp per day, or to provide directions to important landmarks in exchange for free drinks. They think it's foolish to travel \"this cursed realm\" at night and won't do so unless their payment is exorbitant (100 gp or more).","On rare occasions when he has something to say, Szoldar speaks brusquely, while Yevgeni usually parrots his friend in not so many words. Szoldar has a notch in his bow for every wolf he's killed, while Yevgeni adds a new swatch to his wolfskin cloak every time he makes a kill. Both men have families but spend most of their time together, either drowning their sorrows or hunting in the woods. Most of the wolf heads that adorn the tavern walls are the result of their handiwork.",{"type":"gallery","images":[{"type":"image","href":{"type":"internal","path":"adventure/CoS/052-cos05-05.webp"},"title":"{@creature Szoldar Szoldarovich|CoS}","width":697,"height":1000},{"type":"image","href":{"type":"internal","path":"adventure/CoS/053-cos05-06.webp"},"title":"{@creature Yevgeni Krushkin|CoS}","width":774,"height":1000}]}]},{"type":"entries","name":"Wachter Brothers","page":100,"id":"33d","entries":["Nikolai and Karl Wachter (N male human {@creature Noble||nobles}) are brothers of noble birth. They are brash drunkards always looking for trouble, though they are smart enough not to pick fights with well-armed strangers. Their mother, Fiona Wachter (see {@area area N4|39a|x}), is an influential figure in town, but her sons never talk about her. They'd rather listen to tales of the characters' harrowing adventures or hear about how the characters plan to free Vallaki from the burgomaster's madness."]},{"type":"entries","name":"Rictavio","page":100,"id":"33e","entries":["The lone guest of the Blue Water Inn at present is a colorfully dressed half-elf bard who goes by the name {@creature Rictavio|CoS}—a false identity adopted by the legendary vampire hunter Rudolph van Richten (see {@adventure appendix D|CoS|21|Rictavio}). He regales tavern patrons with stories so outrageous as to be hardly believable, yet he asserts they are true indeed. {@creature Rictavio|CoS} claims to be a carnival ringmaster from a distant land. He's been staying at the inn for almost a month, taking advantage of {@creature Urwin Martikov|CoS}'s generosity and good nature. When he arrived, he was accompanied by a monkey named {@creature Piccolo|CoS}. The monkey wasn't welcome at the inn, so {@creature Rictavio|CoS} gave it to the local toymaker (see {@area area N7|3df|x}).","{@creature Rictavio|CoS} admits to having no musical talent but manages to entertain locals nonetheless with his stories of faraway places. Twice each day, at dawn and again at dusk, he leaves the inn with a couple of apples and a cooked wolf steak wrapped in a handkerchief. He claims the food is for his portly friend, \"the destitute toymaker\" ({@area area N7|3df|x}) and his pet monkey. In fact, the apples are for his horse Drusilla ({@area area N2f|343|x}), and the steak is for his captured saber-toothed tiger ({@area area N5|3c9|x}).","During his stay at the inn, {@creature Rictavio|CoS} is quietly gathering information on the Keepers of the Feather, trying to figure out the identities of all the wereravens in town. He's also trying to learn as much as he can about the Vistani, particularly the ones living in the camp just outside town ({@area area N9|3e8|x}). Once he concludes that they are in league with Strahd, {@creature Rictavio|CoS} plans to unleash his trained saber-toothed tiger upon them, with or without the support of the wereravens.","{@creature Rictavio|CoS} wears a {@item hat of disguise} and a {@item ring of mind shielding} to conceal his identity. He carries an iron key that unlocks the door to his carnival wagon ({@area area N5|3c9|x})."]}]},{"type":"entries","name":"N2d. Wine Storage","page":101,"id":"33f","entries":[{"type":"insetReadaloud","id":"340","entries":["This hallway contains three curtained alcoves as well as a larger area stuffed with wine barrels."]},"The Martikovs store their wine here. Tucked behind red curtains are three alcoves, each one containing a half-emptied wine barrel lying on its side in a wooden brace. Twelve empty wine barrels are piled two high near the door to the kitchen ({@area area N2e|341|x}). All the barrels have the Wizard of Wines name burned into them.","Nine of the fifteen barrels, including two of the barrels in the curtained alcoves, have the following label burned into their sides, under the winery's name: Purple Grapemash No. 3. Six of the fifteen barrels, including one of the barrels in the curtained alcoves, have a different label: Red Dragon Crush.","The double doors that lead outside can be barred shut from within."]},{"type":"entries","name":"N2e. Kitchen","page":101,"id":"341","entries":[{"type":"insetReadaloud","id":"342","entries":["This room looks like the kitchen of someone who loves to cook. It has piles of pots, walls lined with utensils and shelves of ingredients, and all manner of pleasant odors. Two lanterns hang above a sturdy pine worktable in the middle of the clutter. A pot of soup bubbles on the hearth."]},"{@creature Urwin Martikov|CoS}, who prepares most of the meals, is found here throughout the day. He occasionally receives help from his two boys, but they are easily distracted. A cupboard against the east wall holds most of the inn's supply of cutlery and dishware, none of it valuable. A door in the west wall leads outside and is usually barred from the inside.","A secret door at the west end of the south wall can be pushed open to reveal a wooden staircase that leads up to {@area area N2i|349|x}."]},{"type":"entries","name":"N2f. Stable","page":101,"id":"343","entries":["The sliding wooden doors on the west wall of this room are held shut by an iron lock and chain. Urwin carries the key to the lock. The doors to the north and south can be barred shut from the inside but are usually unlocked.",{"type":"insetReadaloud","id":"344","entries":["You hear the squawking of birds and the plaintive whinny of a horse as you peer inside this stable. The stalls are clean and well maintained. One of them contains a gray mare. A small door is set into the east wall, and a wooden ladder gives access to a loft overhead. Perched on the wooden railing that encloses the loft are dozens of ravens."]},"Any character who has a horse can keep it here for 1 sp per night. The gray mare is a {@creature draft horse} named Drusilla, and she likes apples. The horse belongs to {@creature Rictavio|CoS} (see {@area area N2c|33a|x}).","The small door in the east wall can be pulled open to reveal {@area area N2g|345|x}. The loft is described in {@area area N2h|346|x}."]},{"type":"entries","name":"N2g. Storage","page":101,"id":"345","entries":["This small room lies under a wooden staircase ({@area area N2i|349|x}). Hanging from wooden pegs are saddles and barding to equip two horses. In an unlocked wooden chest are a dozen horseshoes, a wooden mallet, and a mound of horseshoe nails."]},{"type":"entries","name":"N2h. Ravens' Loft","page":101,"id":"346","entries":[{"type":"insetReadaloud","id":"347","entries":["Dim light spilling in through a pair of dirt-encrusted windows reveals piles of hay with pitchforks sticking out of them. Ravens rule this roost—you can see hundreds of them."]},"Characters who search the loft thoroughly find three pitchforks and a locked wooden chest buried under a pile of hay (see \"Treasure\" below), next to a secret door. If the characters tamper with the chest, the ravens gather into four {@creature Swarm of Ravens||swarms of ravens} and attack. If two swarms are killed, the others flee. Otherwise, they cease their attacks if the characters leave the chest alone. If the fighting continues for more than 3 rounds, {@creature Urwin Martikov|CoS} and two other wereravens hear the ruckus and investigate (in human form).","A secret door in the back of the loft can be pushed open to reveal a bedchamber ({@area area N2p|358|x}) beyond. No ability check is required to spot the secret door, because light in the room beyond slips through the door's cracks.",{"type":"entries","name":"Treasure","page":101,"id":"348","entries":["Inside the locked chest are 140 ep, 70 pp, two {@item Elixir of Health||elixirs of health}, three {@item Potion of Healing||potions of healing}, and a {@item Bag of Tricks, Gray||gray bag of tricks}. The coins are embossed with the profiled likeness of {@creature Strahd von Zarovich|CoS}."]}]},{"type":"entries","name":"N2i. Secret Stairs and Hall","page":101,"id":"349","entries":[{"type":"insetReadaloud","id":"34a","entries":["A wooden staircase to the north descends fifteen feet to a landing. A window dimly illuminates a short, wood-paneled hallway that runs west to east."]},"Guests aren't told about the inn's secret hallway. {@creature Rictavio|CoS} knows of its existence because he has heard the Martikov boys opening and closing the secret door closest to his room ({@area area N2n|353|x}).","At each end of this area is a secret door, each of which is easy to spot from inside the hallway (no ability check required). The northern secret door, at the bottom of the staircase, can be pulled open to reveal the kitchen ({@area area N2e|341|x}) beyond. The eastern secret door can be pulled open to reveal a balcony ({@area area N2j|34b|x}) that overlooks the taproom."]},{"type":"entries","name":"N2j. Great Balcony","page":102,"id":"34b","entries":[{"type":"insetReadaloud","id":"34c","entries":["A wooden balcony stretches the full length of the taproom, enclosed by a wooden railing carved with raven motifs. The taproom's many lanterns illuminate the rafters and cast ominous shadows on the peaked ceiling."]},"The balcony floor is 15 feet above the taproom floor.","A secret door at the south end of the western wall can be pushed open to reveal a wood-paneled hallway ({@area area N2i|349|x}) beyond."]},{"type":"entries","name":"N2k. Guest Balcony","page":102,"id":"34d","entries":[{"type":"insetReadaloud","id":"34e","entries":["This twenty-foot-long balcony provides a clear view of the bar and has a wooden railing carved with raven motifs. The taproom's many lanterns illuminate the rafters and cast ominous shadows on the peaked ceiling."]},"The balcony floor is 15 feet above the taproom floor."]},{"type":"entries","name":"N2l. Guest Rooms","page":102,"id":"34f","entries":["These two rooms have identical furnishings.",{"type":"insetReadaloud","id":"350","entries":["Two cozy beds with matching footlockers rest in the far corners of this fifteen-foot-square room. Wolf furs are heaped atop each bed. Between the beds, a lamp sits on a table under a shuttered window. Two tall black wardrobes stand against the wall by the door."]},"The door to this room can be locked from the inside, and each guest gets a key. Urwin and Danika carry spare keys. The footlockers and wardrobes are empty and are for the use of guests."]},{"type":"entries","name":"N2m. Guest Room","page":102,"id":"351","entries":[{"type":"insetReadaloud","id":"352","entries":["Four plain beds with straw mattresses line the north wall of this well-lit room. Each bed comes with a matching footlocker to store clothing and other belongings. A table and four chairs occupy the corner across from the door. An oil lamp resting on the table casts a bright yellow flame."]},"The door to this room can be locked from the inside, and each guest receives a key. Urwin and Danika carry spare keys. The footlockers are empty and are for the use of guests."]},{"type":"entries","name":"N2n. Private Guest Room","page":102,"id":"353","entries":["{@creature Rictavio|CoS} has a key to this room, which is locked at all times. Urwin and Danika carry spare keys. The door's lock can be picked, but discretion is called for because the door is in plain view of the taproom below.",{"type":"insetReadaloud","id":"354","entries":["This small guest room contains a bed heaped with wolf furs, a footlocker, a tall wardrobe, and a writing desk with matching chair. An oil lamp rests atop the desk near a journal bound in a red leather jacket."]},"{@creature Rictavio|CoS} sleeps here between midnight and dawn. At dawn, he leaves to check on his horse ({@area area N2f|343|x}) and his wagon ({@area area N5|3c9|x}), returning to the inn around noon. Between noon and dusk, there's a {@chance 40|40 percent} chance he is here; otherwise, he's in the taproom ({@area area N2c|33a|x}). At dusk, he leaves the inn to tend to his horse and his wagon again, then returns to his room to retire for the night.","{@creature Rictavio|CoS} is too clever to leave anything valuable or incriminating in his room. The footlocker and the wardrobe contain nothing but common clothes and travel wear.",{"type":"entries","name":"Rictavio's Journal","page":102,"id":"355","entries":["The journal on the desk is a bit of artifice that {@creature Rictavio|CoS} created to perpetuate the illusion that he is an entertainer in search of new acts for his traveling carnival. His writing makes frequent mention of conversations with Drusilla (which the journal fails to mention is the name of {@creature Rictavio|CoS}'s horse) and recounts many long and tedious journeys by wagon. {@creature Rictavio|CoS} has also written about various \"oddities\" he has seen in his travels, including the following:",{"type":"list","items":["A \"werehare\" child (a boy who transforms into a rabbit on nights of the full moon)","A half-orc woman named Gorabacha who could chew through iron chains","A giant, man-eating plant that had the most remarkable singing voice","A pair of conjoined goblins","A small man with no legs named Filmore Stunk, who could drink whole casks of wine without getting drunk"]}]}]},{"type":"entries","name":"N2o. Boys' Bedroom","page":102,"id":"356","entries":[{"type":"insetReadaloud","id":"357","entries":["A large, painted toy box rests between two small, cozy beds. Murals of ravens in flight are painted on the walls above the wood paneling."]},"Brom and Bray Martikova don't spend much time in this room. The toy box contains a pile of neglected toys, many of them etched with the slogan \"Is No Fun, Is No Blinsky!\" The toys include the following:",{"type":"list","items":["A miniature puppet theater with appropriately sized marionettes of a king, a queen, a prince, a princess, an executioner, a tax collector, a dunce, a vampire, and a vampire hunter","A garish toy Vistani wagon hitched to a wooden horse and filled with tiny wooden Vistani figures","A pair of painted wooden clown masks, one displaying a mean scowl and the other a frightened expression","A wooden top painted with images of scarecrows chasing children through the forest","A stuffed (real) bat on puppet strings"]},"A hidden trapdoor in the 8-foot-high ceiling opens into a secret attic ({@area area N2q|35a|x}).",{"type":"image","href":{"type":"internal","path":"adventure/CoS/054-cos05-07.webp"},"title":"The Martikov Family","width":1000,"height":705}]},{"type":"entries","name":"N2p. Master Bedroom","page":103,"id":"358","entries":[{"type":"insetReadaloud","id":"359","entries":["Matching end tables flank a large wood-framed bed with a red silk canopy. Across from the bed hangs a tapestry depicting a beautiful mountain valley. The other walls are dominated by a fireplace and a wardrobe."]},"Urwin and Danika retire to this room every night before heading to the attic ({@area area N2q|35a|x}) to sleep. This room is for appearances only and contains no valuables.","A secret door at the west end of the south wall can be pulled open to reveal the loft beyond ({@area area N2h|346|x}).","A hidden trapdoor in the 8-foot-high ceiling opens into a secret attic ({@area area N2q|35a|x})."]},{"type":"entries","name":"N2q. Secret Attic","page":103,"id":"35a","entries":[{"type":"insetReadaloud","id":"35b","entries":["This ten-foot-wide, thirty-five-foot-long attic has a ceiling that slants down toward the west, dropping from a height of eight feet to a height of five feet. Four straw nestscover the floor, and a locked iron strongbox sits against the north wall. A small square opening in the south wall leads outside. Two trapdoors with iron hinges are set into the floor."]},"The Martikovs sleep here at night in hybrid form. The opening in the south wall is just big enough for a raven or other Tiny creature to pass through. The wereravens can use this opening as an escape route.","The strongbox is described in \"Treasure\" below.","Two trapdoors, clearly visible on the floor, can be pulled open to reveal the bedchambers ({@area areas N2o|356|x} and {@area N2p|358|x}) that lie directly beneath them.",{"type":"entries","name":"Treasure","page":103,"id":"35c","entries":["Urwin carries the key to the locked iron strongbox. The lock can be picked with thieves' tools and a successful DC 20 Dexterity check. The box contains a sack of 150 ep (each coin bearing the profiled visage of {@creature Strahd von Zarovich|CoS}), six pieces of jewelry (worth 250 gp each), and three {@item Potion of Healing||potions of healing}."]}]},{"type":"entries","name":"Fortunes of Ravenloft","page":103,"id":"35d","entries":["If your card reading reveals that a treasure is here, it is in the iron strongbox."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,6,n2.%20blue%20water%20inn,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área N2</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
). Também estão presentes os quatro filhos de Stefania e Dag: um
adolescente chamado Claudiu, dois meninos chamados Martin e Viggo e uma
menina chamada Yolanda. Os três filhos mais novos não são combatentes;
os meninos são lobisomens com 7 pontos de vida cada, e Yolanda é
efetivamente uma humana com 1 ponto de vida (ela não pode assumir outras
formas ainda).</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se os personagens vierem ao vinhedo em busca de vinho, Adrian pode confirmar que há três barris na doca de carregamento ( </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"W2. Loading Dock","page":176,"id":"59b","entries":[{"type":"insetReadaloud","id":"59c","entries":["Parked in the loading dock is a wagon with three barrels set in braces on the bed. A raised wooden walkway runs along the west, south, and east walls. Through a hole in the ceiling you see the wooden arm of a loading crane with ropes and hooks dangling from it."]},"Wine barrels in the cellar ({@area area W14|5b5|x}) are rolled up a ramp ({@area area W12|5b0|x}) to the crane on the upper floor ({@area area W16|5bb|x}), then lowered into the wagon from above. Empty barrels are rolled off the back of the wagon and stored in {@area area W9|5a8|x}. The three barrels on the wagon hold Purple Grapemash No. 3.","The south door has been forced open and hangs ajar. It can't be closed properly until repaired, though it can be barricaded."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,13,w2.%20loading%20dock,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área W2</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ), além de outros três barris e diversas garrafas de vinho na adega ( </span></span><a data-vet-entry="{"type":"entries","name":"W14. Wine Cellar","page":178,"id":"5b5","entries":["In the winery's heyday, the wine cellar was packed with barrels awaiting shipment, but those days are long gone.",{"type":"insetReadaloud","id":"5b6","entries":["Wooden pillars and beams support the ten-foot-high ceiling of this ice-cold cellar, which is split in two by a five-foot-thick brick wall. A thin mist covers the floor. Each half of the cellar features an eight-foot tall wooden partition that doubles as a wine rack. The western rack stands empty, but the eastern one is half filled with wine bottles."]},"Unless they have been drawn outside, five {@creature Needle Blight||needle blights} and one {@creature druid} (NE male human) lurk in the eastern portion of the cellar. If they are here when the characters enter that part of the cellar, read:",{"type":"insetReadaloud","id":"5b7","entries":["Something moves behind the eastern wine rack. Through the holes, you glimpse a half dozen humanoid figures, one with a full rack of antlers. You hear a gravelly voice mutter the words of a spell."]},"On his first turn, from behind the wine rack, the druid casts a {@spell thunderwave} spell, which shatters {@dice 1d20 + 10} of the wine bottles as it resounds throughout the cellar. The druid then orders the needle blights to attack.","The cellar gets markedly colder the closer one gets to the north wall. Against that wall in the eastern portion of the cellar rest three frosty barrels containing Purple Grapemash No. 3, a fact that is emblazoned on each barrel's side. A single bottle of Purple Grapemash No. 3 lies on the flagstone floor in the western half of the cellar.","The wine rack in the eastern half of the cellar holds forty bottles, the labels of which show that the wine is the winery's Red Dragon Crush.","A secret door between the two halves of the wine cellar can be pushed open to reveal a freezing cold passageway (area W15)."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,13,w14.%20wine%20cellar,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área W14</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ). Há mais vinho ainda fermentando ( </span></span><a data-vet-entry="{"type":"entries","name":"W9. Fermentation Vats","page":176,"id":"5a8","entries":[{"type":"insetReadaloud","id":"5a9","entries":["The rich smell of fermenting wine fills this large, two-story chamber, which is dominated by four enormous wooden casks, each one eight feet wide and twelve feet tall. A wooden staircase in the center of the room climbs to a ten-foot-high wooden balcony that clings to the south wall, which has four windows set into it at balcony level. Stacked against the wall underneath the balcony are old, empty barrels with \"The Wizard of Wines\" burned into their sides. The balcony climbs another five feet as it continues along the west and east walls, ending at doors leading to the winery's upper level. Underneath these side balconies are several doors, some of which hang open. Beneath the sloping roof stretch thick rafters, upon which scores of ravens have quietly gathered. They watch you with great interest."]},"Four {@creature Swarm of Ravens||swarms of ravens} perch on the rafters but don't attack the characters under any circumstances.","Unless they have been drawn outside, twenty-four {@creature Twig Blight||twig blights} and one {@creature druid} (NE female human) are also present. If they are here, read:",{"type":"insetReadaloud","id":"5aa","entries":["The balcony creaks, drawing your eye to a wild-looking figure hunched over the westernmost cask, pouring a flask of thick syrup into it. She wears a gown made of animal skins and a headdress with goat horns, and her hair is long and unkempt. Suddenly, you see something skittering across the floor. It looks like a tiny creature made of twigs. It moves from its hiding place under the stairs and disappears behind the easternmost cask."]},"The four containers are fermentation vats, where grape juice is mixed with other ingredients and turned into wine. The easternmost cask has split in the back, creating a 6-inch-wide, 6-foot-high opening through which the twig blights can pass. All twenty-four twig blights are hidden in the cask, ready to emerge and attack when commanded to do so. While inside the cask, they have total cover against attacks that originate outside the cask.",{"type":"image","href":{"type":"internal","path":"adventure/CoS/113-cos12-03.webp"},"title":"Twig Blight","width":703,"height":1000},"The druid is poisoning the fermentation vats. The three westernmost vats contain poisoned wine, enough to fill a total of twenty barrels. Drinking the poisoned wine has the same effect as drinking a {@item potion of poison}. Pouring antitoxin into a vat neutralizes the poison, but it also spoils the taste of the wine. Casting a {@spell purify food and drink} spell on a vat neutralizes the poison without spoiling the wine.","In addition to her animal skin gown and horned headdress, the druid wears necklaces of human teeth. If the characters attack the druid, she calls forth her twig blights. When that happens, the swarms of ravens descend from the rafters and begin attacking the blights. Each swarm tears apart one twig blight on each of its turns.","The sliding wooden doors along the north wall (leading to {@area area W5|5a1|x}) are chained shut from the inside. The key to the padlock can be found in the office ({@area area W20|5c5|x}).","The single door leading to area W5 is barred shut from the inside, as is the single door leading to {@area area W2|59b|x}."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,13,w9.%20fermentation%20vats,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área W9</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p></div></div><hr class="rd__hr rd__hr--section" style="margin-left: 0px; margin-right: 0px; text-align: left;" /><div class="rd__b rd__b--0" style="text-align: justify;"><h1 class="rd__h rd__h--0" data-title-index="4" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Aproximando-se da vinícola</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p174</span></span></span></span></span></h1></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se os personagens continuarem em direção à vinícola, leia:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Situada
no meio da vinha, a adega é um antigo edifício de pedra de dois andares
com múltiplas entradas, hera espessa cobrindo todas as paredes e cercas
de ferro ao longo do telhado. A trilha termina em um cais de carga
aberto no térreo.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um
estábulo de madeira de construção mais recente está anexo ao lado
nascente da adega, junto ao cais de carga. A oeste da vinícola há um
poço em ruínas e um banheiro externo de madeira.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Quando os personagens chegarem à vinícola, leia:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--0" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Você
ouve o farfalhar das vinhas mortas ao seu redor. Formas desumanas
emergem do vinhedo, seus membros estalando enquanto avançam através da
neblina e da chuva.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Trinta </span></span><span style="font-size: medium;"><a data-vet-hash="needle%20blight_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#needle%20blight_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">pragas de agulhas</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
(em seis grupos de cinco) emergem do vinhedo circundante e seguem em
direção aos personagens e à vinícola. As pragas estão a 36 metros de
distância quando se tornam visíveis pela primeira vez e têm uma
velocidade de caminhada de 9 metros. Os personagens podem se barricar
dentro da vinícola, mantendo assim as pragas afastadas, ou ficar de pé e
lutar. Se eles ficarem do lado de fora e lutarem, os druidas e as
pragas de dentro da vinícola se juntarão à batalha nas rodadas mostradas
abaixo.</span></span></span></p><table class="w-100 rd__table stripe-odd-table" style="margin-left: 0px; margin-right: 0px; text-align: left;"><thead><tr><th class="col-2 ve-text-center" data-rd-isroller="false"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Redondo</span></span></th><th class="col-10" data-rd-isroller="false"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Criaturas</span></span></th></tr></thead><tbody><tr><td class="col-2 ve-text-center"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">3</span></span></td><td class="col-10"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">1 </span></span><span style="font-size: medium;"><a data-vet-hash="druid_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#druid_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">druida</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e 24 </span></span><a data-vet-hash="twig%20blight_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#twig%20blight_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">pragas de galhos</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (da </span></span><a data-vet-entry="{"type":"entries","name":"W9. Fermentation Vats","page":176,"id":"5a8","entries":[{"type":"insetReadaloud","id":"5a9","entries":["The rich smell of fermenting wine fills this large, two-story chamber, which is dominated by four enormous wooden casks, each one eight feet wide and twelve feet tall. A wooden staircase in the center of the room climbs to a ten-foot-high wooden balcony that clings to the south wall, which has four windows set into it at balcony level. Stacked against the wall underneath the balcony are old, empty barrels with \"The Wizard of Wines\" burned into their sides. The balcony climbs another five feet as it continues along the west and east walls, ending at doors leading to the winery's upper level. Underneath these side balconies are several doors, some of which hang open. Beneath the sloping roof stretch thick rafters, upon which scores of ravens have quietly gathered. They watch you with great interest."]},"Four {@creature Swarm of Ravens||swarms of ravens} perch on the rafters but don't attack the characters under any circumstances.","Unless they have been drawn outside, twenty-four {@creature Twig Blight||twig blights} and one {@creature druid} (NE female human) are also present. If they are here, read:",{"type":"insetReadaloud","id":"5aa","entries":["The balcony creaks, drawing your eye to a wild-looking figure hunched over the westernmost cask, pouring a flask of thick syrup into it. She wears a gown made of animal skins and a headdress with goat horns, and her hair is long and unkempt. Suddenly, you see something skittering across the floor. It looks like a tiny creature made of twigs. It moves from its hiding place under the stairs and disappears behind the easternmost cask."]},"The four containers are fermentation vats, where grape juice is mixed with other ingredients and turned into wine. The easternmost cask has split in the back, creating a 6-inch-wide, 6-foot-high opening through which the twig blights can pass. All twenty-four twig blights are hidden in the cask, ready to emerge and attack when commanded to do so. While inside the cask, they have total cover against attacks that originate outside the cask.",{"type":"image","href":{"type":"internal","path":"adventure/CoS/113-cos12-03.webp"},"title":"Twig Blight","width":703,"height":1000},"The druid is poisoning the fermentation vats. The three westernmost vats contain poisoned wine, enough to fill a total of twenty barrels. Drinking the poisoned wine has the same effect as drinking a {@item potion of poison}. Pouring antitoxin into a vat neutralizes the poison, but it also spoils the taste of the wine. Casting a {@spell purify food and drink} spell on a vat neutralizes the poison without spoiling the wine.","In addition to her animal skin gown and horned headdress, the druid wears necklaces of human teeth. If the characters attack the druid, she calls forth her twig blights. When that happens, the swarms of ravens descend from the rafters and begin attacking the blights. Each swarm tears apart one twig blight on each of its turns.","The sliding wooden doors along the north wall (leading to {@area area W5|5a1|x}) are chained shut from the inside. The key to the padlock can be found in the office ({@area area W20|5c5|x}).","The single door leading to area W5 is barred shut from the inside, as is the single door leading to {@area area W2|59b|x}."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,13,w9.%20fermentation%20vats,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área W9</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> )</span></span></span></td></tr><tr><td class="col-2 ve-text-center"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">4</span></span></td><td class="col-10"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">1 </span></span><span style="font-size: medium;"><a data-vet-hash="druid_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#druid_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">druida</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e 5 </span></span><a data-vet-hash="needle%20blight_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#needle%20blight_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">pragas de agulha</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (da </span></span><a data-vet-entry="{"type":"entries","name":"W14. Wine Cellar","page":178,"id":"5b5","entries":["In the winery's heyday, the wine cellar was packed with barrels awaiting shipment, but those days are long gone.",{"type":"insetReadaloud","id":"5b6","entries":["Wooden pillars and beams support the ten-foot-high ceiling of this ice-cold cellar, which is split in two by a five-foot-thick brick wall. A thin mist covers the floor. Each half of the cellar features an eight-foot tall wooden partition that doubles as a wine rack. The western rack stands empty, but the eastern one is half filled with wine bottles."]},"Unless they have been drawn outside, five {@creature Needle Blight||needle blights} and one {@creature druid} (NE male human) lurk in the eastern portion of the cellar. If they are here when the characters enter that part of the cellar, read:",{"type":"insetReadaloud","id":"5b7","entries":["Something moves behind the eastern wine rack. Through the holes, you glimpse a half dozen humanoid figures, one with a full rack of antlers. You hear a gravelly voice mutter the words of a spell."]},"On his first turn, from behind the wine rack, the druid casts a {@spell thunderwave} spell, which shatters {@dice 1d20 + 10} of the wine bottles as it resounds throughout the cellar. The druid then orders the needle blights to attack.","The cellar gets markedly colder the closer one gets to the north wall. Against that wall in the eastern portion of the cellar rest three frosty barrels containing Purple Grapemash No. 3, a fact that is emblazoned on each barrel's side. A single bottle of Purple Grapemash No. 3 lies on the flagstone floor in the western half of the cellar.","The wine rack in the eastern half of the cellar holds forty bottles, the labels of which show that the wine is the winery's Red Dragon Crush.","A secret door between the two halves of the wine cellar can be pushed open to reveal a freezing cold passageway (area W15)."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,13,w14.%20wine%20cellar,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área W14</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> )</span></span></span></td></tr><tr><td class="col-2 ve-text-center"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">5</span></span></td><td class="col-10"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">1 </span></span><span style="font-size: medium;"><a data-vet-hash="druid_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#druid_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">druida</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e 2 </span></span><a data-vet-hash="vine%20blight_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#vine%20blight_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">pragas de videira</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (da </span></span><a data-vet-entry="{"type":"entries","name":"W20. Printing Press","page":179,"id":"5c5","entries":["The door to this room hangs open.",{"type":"insetReadaloud","id":"5c6","entries":["In this chamber are a desk, a chair, a tall wooden cabinet, and a strange contraption that takes up most of the northern end of the room."]},"Two {@creature Vine Blight||vine blights} and one {@creature druid} (NE female human) are in the room unless they have been drawn elsewhere, If they are here, read:",{"type":"insetReadaloud","id":"5c7","entries":["Three creatures are here. One appears human but is so caked with dirt and mud that it's hard to know for sure. Her hair is full of twigs, and her face is hidden behind a veil of moss. She is rooting through the contents of the cabinet and haphazardly tossing them onto the floor. Behind her stand two creatures made entirely of dead vines."]},"The druid and the vine blights fight to the death.","Inside the cabinet is a key hanging on a loop of twine. The key unlocks the padlock on the sliding doors between the veranda ({@area area W5|5a1|x}) and the fermentation vats ({@area area W9|5a8|x}).","The contraption standing near the north wall is a printing press, which {@creature Davian Martikov|CoS} uses to make wine bottle labels. The ink is made from wine and stored in bottles in the cabinet, along with pieces of parchment and jars of glue."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,13,w20.%20printing%20press,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área W20</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> )</span></span></span></td></tr></tbody></table><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O druida escondido na </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"W16. Loading Winch","page":178,"id":"5bb","entries":[{"type":"insetReadaloud","id":"5bc","entries":["This room has a wooden floor with a ten-foot-square hole cut into the middle of it. Looming over the hole is a wooden winch. Perched atop it is a man with wild hair, rotted teeth, and skin painted red with blood. He waves a gnarled staff made from a black branch and babbles at you."]},"The man is a {@creature druid} (NE male human) who fights only if cornered. Otherwise, he tries to flee by dropping onto the wagon in the loading dock ({@area area W2|59b|x}). He then looks for a place in the winery to hide. A character who understands Druidic can translate the his words: \"Nature bows to my every whim, for I have the vampire's staff!\"","A secret door in the north corner of the west wall can be pulled open to reveal a bedroom (area W17).",{"type":"entries","name":"Treasure","page":178,"id":"5bd","entries":["The druid wields a {@item Gulthias staff|CoS} (see {@adventure appendix C|CoS|20|{@item Gulthias Staff|CoS}}), which can be used to destroy the blights in the winery."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,13,w16.%20loading%20winch,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área W16</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> carrega um </span></span><a data-vet-hash="gulthias%20staff_cos" data-vet-page="items.html" data-vet-source="CoS" href="https://5e.tools/items.html#gulthias%20staff_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">cajado de Gulthias</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (veja </span></span><a href="https://5e.tools/adventure.html#CoS,20,%7b%40item%20gulthias%20staff%7ccos%7d,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">apêndice C</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ). Se o cajado for destruído, todas as pragas num raio de 90 metros dele murcham e morrem instantaneamente.</span></span></span></p></div><hr class="rd__hr rd__hr--section" style="margin-left: 0px; margin-right: 0px; text-align: left;" /><div class="rd__b rd__b--0" style="text-align: justify;"><h1 class="rd__h rd__h--0" data-title-index="5" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Áreas da Adega</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p176</span></span></span></span></span></h1></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As áreas a seguir correspondem aos rótulos do mapa da vinícola abaixo.</span></span></p><div class="rd__wrp-gallery" style="text-align: left;"><div class="rd__wrp-gallery-image"><div class="rd__wrp-image relative" data-title-index="6">
<span style="font-size: medium;">
<img alt="Mapa 12.1: Vinícola Wizard of Wines (Área W)" class="rd__image" height="446" src="https://5e.tools/img/adventure/CoS/111-028.jpg" width="324" />
</span>
<a href="https://5e.tools/img/adventure/CoS/112-cos1201.jpg" rel="noopener noreferrer" target="_blank" title="Versão do jogador">
<img alt="Versão do jogador" class="rd__image" height="445" src="https://5e.tools/img/adventure/CoS/112-cos1201.jpg" width="324" />
</a></div></div></div><div class="rd__wrp-gallery" style="text-align: justify;"><div class="rd__wrp-gallery-image"><div class="rd__wrp-image relative" data-title-index="7" style="text-align: right;">
<span style="font-size: medium;"></span>
</div><div class="rd__image-title"><div class="rd__image-title-inner"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Versão do jogador</span></span></div></div></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="8" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">W1. Estábulos</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p176</span></span></span></span></span></h2></div><div class="rd__b rd__b--1" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os Martikovs mantêm dois </span></span><span style="font-size: medium;"><a data-vet-hash="draft%20horse_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#draft%20horse_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">cavalos de tração</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> aqui e os usam para puxar sua carroça de vinho.</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="9" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">W2. Doca de carregamento</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p176</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Estacionado
na doca de carga está um vagão com três barris presos em suportes na
caçamba. Uma passarela elevada de madeira corre ao longo das paredes
oeste, sul e leste. Através de um buraco no teto você vê o braço de
madeira de um guindaste com cordas e ganchos pendurados nele.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os barris de vinho na adega ( </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"W14. Wine Cellar","page":178,"id":"5b5","entries":["In the winery's heyday, the wine cellar was packed with barrels awaiting shipment, but those days are long gone.",{"type":"insetReadaloud","id":"5b6","entries":["Wooden pillars and beams support the ten-foot-high ceiling of this ice-cold cellar, which is split in two by a five-foot-thick brick wall. A thin mist covers the floor. Each half of the cellar features an eight-foot tall wooden partition that doubles as a wine rack. The western rack stands empty, but the eastern one is half filled with wine bottles."]},"Unless they have been drawn outside, five {@creature Needle Blight||needle blights} and one {@creature druid} (NE male human) lurk in the eastern portion of the cellar. If they are here when the characters enter that part of the cellar, read:",{"type":"insetReadaloud","id":"5b7","entries":["Something moves behind the eastern wine rack. Through the holes, you glimpse a half dozen humanoid figures, one with a full rack of antlers. You hear a gravelly voice mutter the words of a spell."]},"On his first turn, from behind the wine rack, the druid casts a {@spell thunderwave} spell, which shatters {@dice 1d20 + 10} of the wine bottles as it resounds throughout the cellar. The druid then orders the needle blights to attack.","The cellar gets markedly colder the closer one gets to the north wall. Against that wall in the eastern portion of the cellar rest three frosty barrels containing Purple Grapemash No. 3, a fact that is emblazoned on each barrel's side. A single bottle of Purple Grapemash No. 3 lies on the flagstone floor in the western half of the cellar.","The wine rack in the eastern half of the cellar holds forty bottles, the labels of which show that the wine is the winery's Red Dragon Crush.","A secret door between the two halves of the wine cellar can be pushed open to reveal a freezing cold passageway (area W15)."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,13,w14.%20wine%20cellar,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área W14</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) são enrolados por uma rampa ( </span></span><a data-vet-entry="{"type":"entries","name":"W12. Ramp","page":177,"id":"5b0","entries":[{"type":"insetReadaloud","id":"5b1","entries":["This turret has a sloping, wooden floor that spirals from the cellar to the upper levels. Scratch marks suggest that barrels are rolled up and down the ramp on a routine basis."]},"The spiraling ramp connects all three levels of the winery. The evil druids who have taken over the winery use this ramp to move between levels."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,13,w12.%20ramp,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área W12</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) até o guindaste no andar superior ( </span></span><a data-vet-entry="{"type":"entries","name":"W16. Loading Winch","page":178,"id":"5bb","entries":[{"type":"insetReadaloud","id":"5bc","entries":["This room has a wooden floor with a ten-foot-square hole cut into the middle of it. Looming over the hole is a wooden winch. Perched atop it is a man with wild hair, rotted teeth, and skin painted red with blood. He waves a gnarled staff made from a black branch and babbles at you."]},"The man is a {@creature druid} (NE male human) who fights only if cornered. Otherwise, he tries to flee by dropping onto the wagon in the loading dock ({@area area W2|59b|x}). He then looks for a place in the winery to hide. A character who understands Druidic can translate the his words: \"Nature bows to my every whim, for I have the vampire's staff!\"","A secret door in the north corner of the west wall can be pulled open to reveal a bedroom (area W17).",{"type":"entries","name":"Treasure","page":178,"id":"5bd","entries":["The druid wields a {@item Gulthias staff|CoS} (see {@adventure appendix C|CoS|20|{@item Gulthias Staff|CoS}}), which can be used to destroy the blights in the winery."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,13,w16.%20loading%20winch,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área W16</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) e depois baixados de cima para dentro do vagão. Barris vazios são retirados da traseira do vagão e armazenados na </span></span><a data-vet-entry="{"type":"entries","name":"W9. Fermentation Vats","page":176,"id":"5a8","entries":[{"type":"insetReadaloud","id":"5a9","entries":["The rich smell of fermenting wine fills this large, two-story chamber, which is dominated by four enormous wooden casks, each one eight feet wide and twelve feet tall. A wooden staircase in the center of the room climbs to a ten-foot-high wooden balcony that clings to the south wall, which has four windows set into it at balcony level. Stacked against the wall underneath the balcony are old, empty barrels with \"The Wizard of Wines\" burned into their sides. The balcony climbs another five feet as it continues along the west and east walls, ending at doors leading to the winery's upper level. Underneath these side balconies are several doors, some of which hang open. Beneath the sloping roof stretch thick rafters, upon which scores of ravens have quietly gathered. They watch you with great interest."]},"Four {@creature Swarm of Ravens||swarms of ravens} perch on the rafters but don't attack the characters under any circumstances.","Unless they have been drawn outside, twenty-four {@creature Twig Blight||twig blights} and one {@creature druid} (NE female human) are also present. If they are here, read:",{"type":"insetReadaloud","id":"5aa","entries":["The balcony creaks, drawing your eye to a wild-looking figure hunched over the westernmost cask, pouring a flask of thick syrup into it. She wears a gown made of animal skins and a headdress with goat horns, and her hair is long and unkempt. Suddenly, you see something skittering across the floor. It looks like a tiny creature made of twigs. It moves from its hiding place under the stairs and disappears behind the easternmost cask."]},"The four containers are fermentation vats, where grape juice is mixed with other ingredients and turned into wine. The easternmost cask has split in the back, creating a 6-inch-wide, 6-foot-high opening through which the twig blights can pass. All twenty-four twig blights are hidden in the cask, ready to emerge and attack when commanded to do so. While inside the cask, they have total cover against attacks that originate outside the cask.",{"type":"image","href":{"type":"internal","path":"adventure/CoS/113-cos12-03.webp"},"title":"Twig Blight","width":703,"height":1000},"The druid is poisoning the fermentation vats. The three westernmost vats contain poisoned wine, enough to fill a total of twenty barrels. Drinking the poisoned wine has the same effect as drinking a {@item potion of poison}. Pouring antitoxin into a vat neutralizes the poison, but it also spoils the taste of the wine. Casting a {@spell purify food and drink} spell on a vat neutralizes the poison without spoiling the wine.","In addition to her animal skin gown and horned headdress, the druid wears necklaces of human teeth. If the characters attack the druid, she calls forth her twig blights. When that happens, the swarms of ravens descend from the rafters and begin attacking the blights. Each swarm tears apart one twig blight on each of its turns.","The sliding wooden doors along the north wall (leading to {@area area W5|5a1|x}) are chained shut from the inside. The key to the padlock can be found in the office ({@area area W20|5c5|x}).","The single door leading to area W5 is barred shut from the inside, as is the single door leading to {@area area W2|59b|x}."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,13,w9.%20fermentation%20vats,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área W9</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . Os três barris da carroça contêm Purple Grapemash No.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A porta sul foi forçada e está entreaberta. Não pode ser fechado corretamente até ser reparado, embora possa ser barricado.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="10" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">W3. Oficina do Fabricante de Barris</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p176</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Tiras
de ferro e madeira estão empilhadas no chão desta oficina, cujas
paredes estão forradas de ferramentas. Duas mesas de trabalho ficam
encostadas na parede leste.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Barris de vinho são feitos aqui. A porta norte está trancada por dentro.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="11" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">W4. Armazenamento de barril</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p176</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Fileiras de barris novos enchem esta sala. Uma estreita escadaria de pedra sobe em espiral no canto sudoeste.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A sala contém treze barris vazios.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="12" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">W5. Varanda</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p176</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Sobre
uma varanda de lajes estão três banheiras de madeira de um metro e meio
de diâmetro, com o interior manchado com suco de uva. Cada banheira tem
uma escada curta aparafusada ao lado e uma bacia escondida embaixo.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">No
fundo da varanda encontra-se um grande conjunto de portas de correr em
madeira e também uma porta de madeira de tamanho normal. Pilares e arcos
de pedra sustentam o andar superior.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esta
varanda é onde as uvas da vinha são transformadas em suco. As portas
deslizantes de madeira são fechadas por correntes por dentro, e a porta
menor é trancada por dentro. Romper qualquer um deles requer um teste
bem-sucedido de Força CD 20.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="13" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">W6. Bem</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p176</span></span></span></span></span></h2></div><div class="rd__b rd__b--1" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um anel de pedras bem ajustadas e cobertas de musgo envolve este poço de 12 metros de profundidade.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="14" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">W7. Banheiro externo</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p176</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Ervas cheirosas pendem dos beirais desta casinha de madeira em ruínas, que tem uma pequena lua crescente esculpida na porta.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A casinha não contém surpresas.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="15" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">W8. Armazenar</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p176</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Ganchos
nus revestem as paredes deste depósito. As prateleiras ao sul guardam
vários pares de sandálias de madeira manchada com solas grandes. Ambas
as portas desta sala estão abertas. O que fica a oeste é equipado com
suportes de ferro e leva para fora, para a chuva. No chão ao lado dela
há uma viga de madeira de um metro e meio de comprimento.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Antes
de fugir da vinícola, os lobisomens levaram as capas de chuva de couro
aqui guardadas, mas deixaram para trás as sandálias de madeira que usam
para esmagar as uvas na varanda ( </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"W5. Veranda","page":176,"id":"5a1","entries":[{"type":"insetReadaloud","id":"5a2","entries":["Resting on a flagstone veranda are three five-foot-diameter wooden tubs, their insides stained with grape juice. Each tub has a short ladder bolted to its side and a catch basin tucked underneath.","At the back of the veranda is a large set of sliding wooden doors as well as a normal-sized wooden door. Stone pillars and arches support the upper floor above."]},"This veranda is where grapes from the vineyard are crushed into juice. The sliding wooden doors are chained shut from the inside, and the smaller door is barred shut from the inside. Breaking through either requires a successful DC 20 Strength check."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,13,w5.%20veranda,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área W5</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A viga de madeira do chão pode ser usada para barrar a porta externa.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="16" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">W9. Cubas de Fermentação</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p176</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
rico cheiro do vinho em fermentação preenche esta grande câmara de dois
andares, dominada por quatro enormes tonéis de madeira, cada um com 2,5
metros de largura e 3,5 metros de altura. Uma escada de madeira no
centro da sala sobe para uma varanda de madeira de três metros de altura
que se agarra à parede sul, que tem quatro janelas ao nível da varanda.
Empilhados contra a parede abaixo da varanda estão barris velhos e
vazios com "O Mágico dos Vinhos" queimado nas laterais. A varanda sobe
mais um metro e meio à medida que continua ao longo das paredes oeste e
leste, terminando nas portas que levam ao nível superior da vinícola.
Por baixo destas varandas laterais existem várias portas, algumas das
quais estão abertas. Sob o telhado inclinado estendem-se vigas grossas,
sobre as quais dezenas de corvos se reuniram silenciosamente. Eles
observam você com grande interesse.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Quatro </span></span><span style="font-size: medium;"><a data-vet-hash="swarm%20of%20ravens_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#swarm%20of%20ravens_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">enxames de corvos</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> pousam nas vigas, mas não atacam os personagens em nenhuma circunstância.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A menos que tenham sido atraídos para fora, vinte e quatro </span></span><span style="font-size: medium;"><a data-vet-hash="twig%20blight_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#twig%20blight_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">ramos podres</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e um </span></span><a data-vet-hash="druid_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#druid_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">druida</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (NE humana) também estão presentes. Se eles estão aqui, leia:</span></span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
sacada range, atraindo a atenção para uma figura de aparência selvagem
curvada sobre o barril mais a oeste, despejando nele um frasco de xarope
espesso. Ela usa um vestido feito de peles de animais e um cocar com
chifres de cabra, e seu cabelo é longo e despenteado. De repente, você
vê algo deslizando pelo chão. Parece uma pequena criatura feita de
galhos. Ele sai de seu esconderijo sob as escadas e desaparece atrás do
barril mais a leste.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os
quatro recipientes são cubas de fermentação, onde o suco de uva é
misturado a outros ingredientes e transformado em vinho. O barril mais a
leste foi dividido na parte de trás, criando uma abertura de 15
centímetros de largura e 1,8 metro de altura através da qual as pragas
dos galhos podem passar. Todas as vinte e quatro pragas de galhos estão
escondidas no barril, prontas para emergir e atacar quando comandadas.
Enquanto estão dentro do barril, eles têm cobertura total contra ataques
originados fora do barril.</span></span></p><div class=""><div class="rd__wrp-image relative" data-title-index="17">
<span style="font-size: medium;"><a href="https://5e.tools/img/adventure/CoS/113-cos12-03.webp" rel="noopener noreferrer" target="_blank" title="Praga dos galhos">
<img alt="Praga dos galhos" class="rd__image" height="953" src="https://5e.tools/img/adventure/CoS/113-cos12-03.webp" width="670" />
</a></span>
</div><div class="rd__image-title"><div class="rd__image-title-inner"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Praga dos galhos</span></span></div></div></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
druida está envenenando os tanques de fermentação. Os três tonéis mais
ocidentais contêm vinho envenenado, o suficiente para encher um total de
vinte barris. Beber o vinho envenenado tem o mesmo efeito que beber uma
</span></span><span style="font-size: medium;"><a data-vet-hash="potion%20of%20poison_dmg" data-vet-page="items.html" data-vet-source="DMG" href="https://5e.tools/items.html#potion%20of%20poison_dmg"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">poção de veneno</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . Derramar antitoxina em uma cuba neutraliza o veneno, mas também prejudica o sabor do vinho. Lançar um feitiço </span></span><a data-vet-hash="purify%20food%20and%20drink_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#purify%20food%20and%20drink_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">purificar comida e bebida</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> em uma cuba neutraliza o veneno sem estragar o vinho.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Além
de seu vestido de pele de animal e seu cocar com chifres, a druida usa
colares de dentes humanos. Se os personagens atacarem o druida, ele
evoca suas pragas nos galhos. Quando isso acontece, os enxames de corvos
descem das vigas e começam a atacar as pragas. Cada enxame destrói um
galho podre em cada um de seus turnos.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As portas deslizantes de madeira ao longo da parede norte (que conduzem à </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"W5. Veranda","page":176,"id":"5a1","entries":[{"type":"insetReadaloud","id":"5a2","entries":["Resting on a flagstone veranda are three five-foot-diameter wooden tubs, their insides stained with grape juice. Each tub has a short ladder bolted to its side and a catch basin tucked underneath.","At the back of the veranda is a large set of sliding wooden doors as well as a normal-sized wooden door. Stone pillars and arches support the upper floor above."]},"This veranda is where grapes from the vineyard are crushed into juice. The sliding wooden doors are chained shut from the inside, and the smaller door is barred shut from the inside. Breaking through either requires a successful DC 20 Strength check."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,13,w5.%20veranda,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área W5</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) são fechadas por correntes por dentro. A chave do cadeado encontra-se no escritório ( </span></span><a data-vet-entry="{"type":"entries","name":"W20. Printing Press","page":179,"id":"5c5","entries":["The door to this room hangs open.",{"type":"insetReadaloud","id":"5c6","entries":["In this chamber are a desk, a chair, a tall wooden cabinet, and a strange contraption that takes up most of the northern end of the room."]},"Two {@creature Vine Blight||vine blights} and one {@creature druid} (NE female human) are in the room unless they have been drawn elsewhere, If they are here, read:",{"type":"insetReadaloud","id":"5c7","entries":["Three creatures are here. One appears human but is so caked with dirt and mud that it's hard to know for sure. Her hair is full of twigs, and her face is hidden behind a veil of moss. She is rooting through the contents of the cabinet and haphazardly tossing them onto the floor. Behind her stand two creatures made entirely of dead vines."]},"The druid and the vine blights fight to the death.","Inside the cabinet is a key hanging on a loop of twine. The key unlocks the padlock on the sliding doors between the veranda ({@area area W5|5a1|x}) and the fermentation vats ({@area area W9|5a8|x}).","The contraption standing near the north wall is a printing press, which {@creature Davian Martikov|CoS} uses to make wine bottle labels. The ink is made from wine and stored in bottles in the cabinet, along with pieces of parchment and jars of glue."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,13,w20.%20printing%20press,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área W20</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A única porta que leva à área W5 está trancada por dentro, assim como a única porta que leva à </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"W2. Loading Dock","page":176,"id":"59b","entries":[{"type":"insetReadaloud","id":"59c","entries":["Parked in the loading dock is a wagon with three barrels set in braces on the bed. A raised wooden walkway runs along the west, south, and east walls. Through a hole in the ceiling you see the wooden arm of a loading crane with ropes and hooks dangling from it."]},"Wine barrels in the cellar ({@area area W14|5b5|x}) are rolled up a ramp ({@area area W12|5b0|x}) to the crane on the upper floor ({@area area W16|5bb|x}), then lowered into the wagon from above. Empty barrels are rolled off the back of the wagon and stored in {@area area W9|5a8|x}. The three barrels on the wagon hold Purple Grapemash No. 3.","The south door has been forced open and hangs ajar. It can't be closed properly until repaired, though it can be barricaded."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,13,w2.%20loading%20dock,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área W2</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="18" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">W10. Oficina de soprador de vidro</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p177</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma
janela suja na parede sul permite que a luz fraca entre nesta sala. As
garrafas de vinho são fabricadas aqui, como evidenciam as ferramentas
espalhadas, a prateleira de madeira cheia de garrafas de vidro recém
sopradas ao longo da parede sul, a lareira construída no canto sudoeste e
o barril de areia próximo a ela. Uma escada desce para o subsolo, e
entre ela e a prateleira de garrafas há uma porta gradeada.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As escadas levam até </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"W13. Back Staircase","page":178,"id":"5b2","entries":[{"type":"insetReadaloud","id":"5b3","entries":["Thick moss covers the walls of this underground staircase. At the foot of the steps is a landing with an arched wooden door set into the north wall."]},"This staircase connects {@area areas W10|5ab|x} and W14."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,13,w13.%20back%20staircase,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">a área W13</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . As garrafas guardadas na prateleira não possuem rótulos. A porta leste está trancada por dentro.</span></span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="19" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Fortunas de Ravenloft</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p177</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se
a leitura da sua carta revelar que um tesouro está aqui, ele está
enterrado no barril de areia. Esvaziar o barril ou cavar na areia revela
o tesouro sem a necessidade de verificação.</span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="20" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">W11. Escada em espiral</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p177</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esta torre contém uma escada em espiral de pedra. As janelas na parede externa permitem a entrada de luz.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As escadas conectam os três níveis da vinícola.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="21" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">W12. Rampa</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p177</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esta
torre tem um piso de madeira inclinado que vai da adega até os níveis
superiores. Marcas de arranhões sugerem que os barris são enrolados para
cima e para baixo na rampa rotineiramente.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
rampa em espiral conecta todos os três níveis da vinícola. Os malvados
druidas que assumiram o controle da vinícola usam esta rampa para se
mover entre os níveis.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="22" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">W13. Escada Traseira</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p178</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Musgo
espesso cobre as paredes desta escada subterrânea. Ao pé da escada
encontra-se um patamar com uma porta de madeira em arco inserida na
parede norte.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esta escada liga as </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"W10. Glassblower's Workshop","page":177,"id":"5ab","entries":[{"type":"insetReadaloud","id":"5ac","entries":["A dirty window in the south wall allows dim light to enter this room. Wine bottles are manufactured here, as evidenced by the tools lying about, the wooden rack full of freshly blown glass bottles along the south wall, the hearth built into the southwest corner, and the barrel of sand standing next to it. A staircase descends underground, and between it and the rack of bottles stands a barred door."]},"The stairs lead down to {@area area W13|5b2|x}. The bottles stored in the rack don't have labels. The east door is barred from the inside.",{"type":"entries","name":"Fortunes of Ravenloft","page":177,"id":"5ad","entries":["If your card reading reveals that a treasure is here, it's buried in the barrel of sand. Emptying the barrel or digging through the sand reveals the treasure without the need for a check."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,13,w10.%20glassblower's%20workshop,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">áreas W10</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e W14.</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="23" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">W14. Adega</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p178</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">No apogeu da vinícola, a adega estava lotada de barris aguardando embarque, mas esses dias já se foram.</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Pilares
e vigas de madeira sustentam o teto de três metros de altura deste
porão gelado, que é dividido em dois por uma parede de tijolos de um
metro e meio de espessura. Uma névoa fina cobre o chão. Cada metade da
adega possui uma divisória de madeira de 2,5 metros de altura que
funciona como uma prateleira para vinhos. A prateleira ocidental está
vazia, mas a oriental está meio cheia de garrafas de vinho.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A menos que tenham sido atraídos para fora, cinco </span></span><span style="font-size: medium;"><a data-vet-hash="needle%20blight_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#needle%20blight_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">pragas de agulhas</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e um </span></span><a data-vet-hash="druid_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#druid_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">druida</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
(NE humano do sexo masculino) espreitam na porção leste do porão. Se
eles estiverem aqui quando os personagens entrarem naquela parte do
porão, leia:</span></span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Algo
se move atrás da prateleira de vinhos oriental. Através dos buracos,
você vislumbra meia dúzia de figuras humanóides, uma delas com uma
armação cheia de chifres. Você ouve uma voz rouca murmurando as palavras
de um feitiço.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Em seu primeiro turno, de trás da prateleira de vinhos, o druida lança um </span><span style="vertical-align: inherit;">feitiço </span></span><span style="font-size: medium;"><a data-vet-hash="thunderwave_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#thunderwave_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">onda de trovão , que quebra </span></span></a><span class="roller render-roller" data-packed-dice="{"type":"dice","rollable":true,"toRoll":"1d20 + 10","displayText":"1d20 + 10"}" title="Clique para rolar. SHIFT/CTRL para rolar duas vezes."><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">1d20 + 10</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> garrafas de vinho enquanto ressoa por toda a adega. O druida então ordena que as pragas das agulhas ataquem.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
adega fica acentuadamente mais fria à medida que nos aproximamos da
parede norte. Contra aquela parede na parte leste da adega repousam três
barris gelados contendo Purple Grapemash No. 3, um fato que está
estampado na lateral de cada barril. Uma única garrafa de Purple
Grapemash No. 3 está no chão de laje na metade oeste da adega.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
garrafeira na metade leste da adega contém quarenta garrafas, cujos
rótulos mostram que o vinho é o Red Dragon Crush da vinícola.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma porta secreta entre as duas metades da adega pode ser aberta para revelar uma passagem gelada (área W15).</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="24" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">W15. Molde Marrom</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p178</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se os personagens abrirem a porta secreta, leia:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">É
preciso algum esforço para abrir a porta secreta e você é saudado por
uma rajada de ar frio. Um túnel escuro se estende por quatro metros e
meio, terminando em um arco além do qual fica uma caverna rasa.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Personagens
que possuem uma fonte de luz podem ver mofo marrom cobrindo as paredes,
o chão e o teto ao redor do arco e da caverna além. Crescendo por toda
esta área, mantendo a adega fresca, há dez manchas de </span></span><span style="font-size: medium;"><a data-vet-hash="brown%20mold_dmg" data-vet-page="trapshazards.html" data-vet-source="DMG" href="https://5e.tools/trapshazards.html#brown%20mold_dmg"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">mofo marrom</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (veja “ </span></span><a href="https://5e.tools/book.html#DMG,5,dungeon%20hazards,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Perigos nas Masmorras</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ” no capítulo 5, “Ambientes de Aventura”, do </span></span><a href="https://5e.tools/book.html#DMG"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Guia do Mestre</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ). Os personagens estão protegidos do molde, desde que mantenham distância.</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="25" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">W16. Carregando Guincho</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p178</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esta
sala tem piso de madeira com um buraco de três metros quadrados cortado
no meio. Acima do buraco está um guincho de madeira. Empoleirado no
topo está um homem com cabelos desgrenhados, dentes podres e pele
pintada de vermelho de sangue. Ele agita um cajado retorcido feito de um
galho preto e balbucia para você.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O homem é um </span></span><span style="font-size: medium;"><a data-vet-hash="druid_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#druid_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">druida</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
(NE humano do sexo masculino) que luta apenas se for encurralado. Caso
contrário, ele tenta fugir caindo no vagão no cais de carga ( </span></span><a data-vet-entry="{"type":"entries","name":"W2. Loading Dock","page":176,"id":"59b","entries":[{"type":"insetReadaloud","id":"59c","entries":["Parked in the loading dock is a wagon with three barrels set in braces on the bed. A raised wooden walkway runs along the west, south, and east walls. Through a hole in the ceiling you see the wooden arm of a loading crane with ropes and hooks dangling from it."]},"Wine barrels in the cellar ({@area area W14|5b5|x}) are rolled up a ramp ({@area area W12|5b0|x}) to the crane on the upper floor ({@area area W16|5bb|x}), then lowered into the wagon from above. Empty barrels are rolled off the back of the wagon and stored in {@area area W9|5a8|x}. The three barrels on the wagon hold Purple Grapemash No. 3.","The south door has been forced open and hangs ajar. It can't be closed properly until repaired, though it can be barricaded."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,13,w2.%20loading%20dock,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área W2</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
). Ele então procura um lugar na vinícola para se esconder. Um
personagem que entende o Druida pode traduzir suas palavras: "A natureza
se curva a todos os meus caprichos, pois tenho o cajado do vampiro!"</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma porta secreta no canto norte da parede oeste pode ser aberta para revelar um quarto (área W17).</span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="26" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Tesouro</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p178</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O druida empunha um </span></span><span style="font-size: medium;"><a data-vet-hash="gulthias%20staff_cos" data-vet-page="items.html" data-vet-source="CoS" href="https://5e.tools/items.html#gulthias%20staff_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">cajado de Gulthias</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (veja </span></span><a href="https://5e.tools/adventure.html#CoS,20,%7b%40item%20gulthias%20staff%7ccos%7d,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">apêndice C</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ), que pode ser usado para destruir as pragas na vinícola.</span></span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="27" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">W17. Suíte master</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p178</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Este quarto normalmente pertence a </span></span><span style="font-size: medium;"><a data-vet-hash="davian%20martikov_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#davian%20martikov_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Davian Martikov</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , mas atualmente está sendo usado por sua filha, Stefania, e seu genro, Dag, enquanto eles criam sua filha.</span></span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Este
quarto contém uma cama de dossel, com cabeceira esculpida à semelhança
de um corvo gigante. Um tapete preto macio cobre o chão entre a cama e a
porta. Nos cantos da parede sul há dois guarda-roupas delgados com uma
tapeçaria de igreja pendurada na parede entre eles. Abaixo da tapeçaria
há um berço de balanço lindamente esculpido. Ao norte, sob uma janela,
há uma mesa e uma cadeira simples. Outros móveis incluem uma arca de
madeira e um espelho independente com moldura de madeira.</span></span></p></div><div class="" style="text-align: justify;"><div class="rd__wrp-image relative" data-title-index="28">
<span style="font-size: medium;"><a href="https://5e.tools/img/adventure/CoS/114-cos12-04.webp" rel="noopener noreferrer" target="_blank" title="Davian Martikov">
<img alt="Davian Martikov" class="rd__image" src="https://5e.tools/img/adventure/CoS/114-cos12-04.webp" />
</a></span>
</div><div class="rd__image-title"><div class="rd__image-title-inner"><span style="font-size: medium;"><a data-vet-hash="davian%20martikov_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#davian%20martikov_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Davian Martikov</span></span></a></span></div></div></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um
dos guarda-roupas contém as roupas de Stefania e o outro as de Dag. A
mesa contém manifestos que registram as remessas de vinho do século
passado. Um exame superficial dos registros recentes revela que quase
todas as remessas são feitas para os seguintes locais:</span></span></p><ul class="rd__list" style="text-align: justify;"><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">"BV" (taverna Blood o' the Vine na vila de Barovia)</span></span></li><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">"BW" (o Blue Water Inn na cidade de Vallaki)</span></span></li><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">"K" (Krezk)</span></span></li><li class="rd__li "><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">"VISTANI"</span></span></li></ul><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Personagens que verificam os registros mais antigos também encontram entradas para “S” (Strahd).</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
baú de madeira está trancado e a chave está escondida em um
compartimento em uma das cabeceiras da cama. Um personagem que vasculha a
cama percebe que uma maçaneta em uma das colunas da cama está solta e
pode ser removida, revelando o compartimento interno. O conteúdo do baú
está descrito na seção “Tesouro” abaixo.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma porta secreta no canto norte da parede leste pode ser aberta para obter acesso ao guincho de carregamento (área W16).</span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="29" data-title-relative-index="1"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Tesouro</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p179</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Dentro do baú estão 50 po, 270 ep (cada moeda de electrum estampada com o rosto perfilado de </span></span><span style="font-size: medium;"><a data-vet-hash="strahd%20von%20zarovich_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#strahd%20von%20zarovich_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Strahd von Zarovich</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) e 350 sp. Um compartimento secreto na tampa pode ser encontrado com um teste bem-sucedido de Sabedoria ( </span></span><span class="help help--hover" data-vet-hash="perception_phb" data-vet-is-faux-page="true" data-vet-page="skill" data-vet-source="PHB"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Percepção</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
) CD 15. Ele contém um medalhão de ouro (no valor de 25 po) contendo um
retrato pintado de uma bela mulher (a falecida esposa de Davian,
Angelika), bem como uma bolsa contendo cinco pedras preciosas de 50 po.</span></span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="30" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">W18. Cozinha e Sala de Jantar</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p179</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esta
sala contém uma mesa retangular cercada por oito cadeiras, um armário
em forma de L e uma despensa do chão ao teto. Ao lado da despensa há um
pequeno fogão de ferro.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O armário contém louças e talheres. A despensa guarda os ingredientes culinários e os estoques da vinícola.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="31" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">W19. Quartos de dormir</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p179</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Dois pares de beliches ocupam este quarto. Contra a parede oeste repousam quatro baús idênticos.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Davian,
Adrian e Elvir dormem no quarto mais a oeste. Cláudio e seus dois
irmãos mais novos dormem no quarto mais ao leste, onde estão espalhados
alguns brinquedos. Um dos brinquedos parece se assemelhar a um cavalo de
balanço de madeira de uma criança, exceto que o cavalo é preto com
olhos selvagens e tem chamas laranja pintadas onde deveriam estar sua
crina, cauda e cascos. Esculpido no pesadelo de madeira está o nome " </span></span><span style="font-size: medium;"><a data-vet-hash="beucephalus_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#beucephalus_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Beucephalus</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> " e, em letras menores, o slogan "Não é divertido, não é Blinsky!"</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os baús contêm roupas e pertences pessoais, mas nada de valor.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="32" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">W20. Imprensa</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p179</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A porta desta sala está aberta.</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Nesta
câmara há uma escrivaninha, uma cadeira, um armário alto de madeira e
uma estranha engenhoca que ocupa a maior parte da extremidade norte da
sala.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Duas </span></span><span style="font-size: medium;"><a data-vet-hash="vine%20blight_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#vine%20blight_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">pragas de videira</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e um </span></span><a data-vet-hash="druid_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#druid_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">druida</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (NE humana) estão na sala, a menos que tenham sido desenhados em outro lugar. Se estiverem aqui, leia:</span></span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud " style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--0" style="text-align: justify;"><div class="rd__b rd__b--1"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud "><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Três
criaturas estão aqui. Um parece humano, mas está tão coberto de sujeira
e lama que é difícil ter certeza. Seu cabelo está cheio de galhos e seu
rosto está escondido atrás de um véu de musgo. Ela está remexendo no
conteúdo do armário e jogando-o ao acaso no chão. Atrás dela estão duas
criaturas feitas inteiramente de vinhas mortas.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O druida e as pragas da videira lutam até a morte.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Dentro
do armário há uma chave pendurada em um laço de barbante. A chave
destranca o cadeado das portas de correr entre a varanda ( </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"W5. Veranda","page":176,"id":"5a1","entries":[{"type":"insetReadaloud","id":"5a2","entries":["Resting on a flagstone veranda are three five-foot-diameter wooden tubs, their insides stained with grape juice. Each tub has a short ladder bolted to its side and a catch basin tucked underneath.","At the back of the veranda is a large set of sliding wooden doors as well as a normal-sized wooden door. Stone pillars and arches support the upper floor above."]},"This veranda is where grapes from the vineyard are crushed into juice. The sliding wooden doors are chained shut from the inside, and the smaller door is barred shut from the inside. Breaking through either requires a successful DC 20 Strength check."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,13,w5.%20veranda,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área W5</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) e as cubas de fermentação ( </span></span><a data-vet-entry="{"type":"entries","name":"W9. Fermentation Vats","page":176,"id":"5a8","entries":[{"type":"insetReadaloud","id":"5a9","entries":["The rich smell of fermenting wine fills this large, two-story chamber, which is dominated by four enormous wooden casks, each one eight feet wide and twelve feet tall. A wooden staircase in the center of the room climbs to a ten-foot-high wooden balcony that clings to the south wall, which has four windows set into it at balcony level. Stacked against the wall underneath the balcony are old, empty barrels with \"The Wizard of Wines\" burned into their sides. The balcony climbs another five feet as it continues along the west and east walls, ending at doors leading to the winery's upper level. Underneath these side balconies are several doors, some of which hang open. Beneath the sloping roof stretch thick rafters, upon which scores of ravens have quietly gathered. They watch you with great interest."]},"Four {@creature Swarm of Ravens||swarms of ravens} perch on the rafters but don't attack the characters under any circumstances.","Unless they have been drawn outside, twenty-four {@creature Twig Blight||twig blights} and one {@creature druid} (NE female human) are also present. If they are here, read:",{"type":"insetReadaloud","id":"5aa","entries":["The balcony creaks, drawing your eye to a wild-looking figure hunched over the westernmost cask, pouring a flask of thick syrup into it. She wears a gown made of animal skins and a headdress with goat horns, and her hair is long and unkempt. Suddenly, you see something skittering across the floor. It looks like a tiny creature made of twigs. It moves from its hiding place under the stairs and disappears behind the easternmost cask."]},"The four containers are fermentation vats, where grape juice is mixed with other ingredients and turned into wine. The easternmost cask has split in the back, creating a 6-inch-wide, 6-foot-high opening through which the twig blights can pass. All twenty-four twig blights are hidden in the cask, ready to emerge and attack when commanded to do so. While inside the cask, they have total cover against attacks that originate outside the cask.",{"type":"image","href":{"type":"internal","path":"adventure/CoS/113-cos12-03.webp"},"title":"Twig Blight","width":703,"height":1000},"The druid is poisoning the fermentation vats. The three westernmost vats contain poisoned wine, enough to fill a total of twenty barrels. Drinking the poisoned wine has the same effect as drinking a {@item potion of poison}. Pouring antitoxin into a vat neutralizes the poison, but it also spoils the taste of the wine. Casting a {@spell purify food and drink} spell on a vat neutralizes the poison without spoiling the wine.","In addition to her animal skin gown and horned headdress, the druid wears necklaces of human teeth. If the characters attack the druid, she calls forth her twig blights. When that happens, the swarms of ravens descend from the rafters and begin attacking the blights. Each swarm tears apart one twig blight on each of its turns.","The sliding wooden doors along the north wall (leading to {@area area W5|5a1|x}) are chained shut from the inside. The key to the padlock can be found in the office ({@area area W20|5c5|x}).","The single door leading to area W5 is barred shut from the inside, as is the single door leading to {@area area W2|59b|x}."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,13,w9.%20fermentation%20vats,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área W9</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A engenhoca próxima à parede norte é uma impressora, que </span></span><span style="font-size: medium;"><a data-vet-hash="davian%20martikov_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#davian%20martikov_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Davian Martikov</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
usa para fazer rótulos de garrafas de vinho. A tinta é feita de vinho e
guardada em garrafas no armário, junto com pedaços de pergaminho e
potes de cola.</span></span></span></p></div></div><hr class="rd__hr rd__hr--section" style="margin-left: 0px; margin-right: 0px; text-align: left;" /><div class="rd__b rd__b--0" style="text-align: justify;"><h1 class="rd__h rd__h--0" data-title-index="33" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Eventos especiais</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p179</span></span></span></span></span></h1></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Você pode usar um ou ambos os seguintes eventos especiais depois que os personagens livrarem a vinícola de sua ameaça atual.</span></span></p><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="34" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Entrega de vinho</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p180</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Depois
de restaurar os Martikovs às suas posições legítimas, os personagens
podem pedir-lhes que entreguem vinho na Pousada Água Azul ( </span></span><span style="font-size: medium;"><a href="https://5e.tools/adventure.html#CoS,6"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 5</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><a data-vet-entry="{"type":"entries","name":"N2. Blue Water Inn","page":98,"id":"333","entries":[{"type":"insetReadaloud","id":"334","entries":["Gray smoke issues from the chimney of this large, two-story wooden building with a stone foundation and sagging tile roof, upon which several ravens have perched. A painted wooden sign hanging above the main entrance depicts a blue waterfall."]},"The Blue Water Inn is Vallaki's main gathering place for locals, especially at night. The innkeeper, {@creature Urwin Martikov|CoS}, considers the inn a sanctuary from the evils of this land. In the event of trouble, the windows and doors can all be barred shut from within.","A bed for the night costs 1 ep. Characters looking for something to eat are fed hot beet soup and fresh bread at no additional charge. A cooked wolf steak costs 1 ep.","The inn offers a pint of Purple Grapemash No. 3 wine for 3 cp, or a pint of the superior Red Dragon Crush wine for 1 sp. Urwin is hurt if the characters complain about the wines, for his family makes them.","The inn's wine supply is almost depleted, and the latest delivery from the Wizard of Wines winery is overdue. If the characters claim to be adventurers, Urwin asks them if they would be so kind as to find out what's holding up the latest shipment, promising them free room and board if they return with the wine.",{"type":"gallery","images":[{"type":"image","href":{"type":"internal","path":"adventure/CoS/050-014.jpg"},"title":"Map 5.2: Blue Water Inn (Area N2)","width":2400,"height":3300,"mapRegions":[{"area":"35a","points":[[1016,349],[1016,864],[1159,864],[1159,349]]},{"area":"346","points":[[566,1458],[566,1914],[928,1914],[928,1458]]},{"area":"358","points":[[938,1317],[938,1605],[1157,1605],[1157,1317]]},{"area":"356","points":[[1017,1611],[1017,1830],[1160,1830],[1160,1611]]},{"area":"34b","points":[[1162,1904],[1162,1315],[1241,1315],[1241,1904]]},{"area":"353","points":[[1091,1911],[1091,2054],[1232,2054],[1232,1911]]},{"area":"351","points":[[1242,1910],[1242,2056],[1603,2056],[1603,1910]]},{"area":"34f","points":[[1609,1837],[1609,2059],[1832,2059],[1832,1837]]},{"area":"34f","points":[[1607,1609],[1607,1831],[1831,1831],[1831,1609]]},{"area":"34d","points":[[1530,1610],[1530,1904],[1601,1904],[1601,1610]]},{"area":"349","points":[[940,1614],[940,1907],[1154,1907],[1154,1836],[1011,1836],[1011,1614]]},{"area":"343","points":[[567,2500],[567,2943],[936,2943],[936,2500]]},{"area":"341","points":[[944,2355],[944,2574],[1234,2574],[1234,2355]]},{"area":"345","points":[[1014,2873],[1014,2727],[942,2727],[942,2873]]},{"area":"33f","points":[[941,2941],[1165,2941],[1165,2577],[1015,2577],[1015,2874],[941,2874]]},{"area":"33a","points":[[1237,2358],[1237,2580],[1167,2580],[1167,2940],[1314,2940],[1314,3018],[1461,3018],[1461,2944],[1529,2944],[1529,2874],[1604,2874],[1604,2730],[1525,2730],[1525,2358]]},{"area":"339","points":[[1538,2343],[1538,2653],[1697,2653],[1697,2343]]},{"area":"338","points":[[1643,2846],[1643,3063],[1805,3063],[1805,2846]]}],"imageType":"map","grid":{"type":"square","size":74,"offsetX":-18,"offsetY":-15},"id":"4ce","hrefThumbnail":{"type":"internal","path":"adventure/CoS/thumbnail/050-014.webp"}},{"type":"image","href":{"type":"internal","path":"adventure/CoS/051-cos501.jpg"},"title":"Player Version","width":2400,"height":3300,"imageType":"mapPlayer","grid":{"type":"square","size":74,"offsetX":-18,"offsetY":-15},"mapParent":{"id":"4ce"}}]},{"type":"entries","name":"Keepers of the Feather","page":98,"id":"335","entries":["{@creature Urwin Martikov|CoS} (LG male human) is a {@creature wereraven|VRGR} (see {@area appendix D|7d5|x}) and a high-ranking member of the Keepers of the Feather, a secret society of wereravens that opposes Strahd. Urwin's wife and business partner, {@creature Danika Dorakova|CoS} (LG female human), is also a {@creature wereraven|VRGR}, as are their two sons, Brom and Bray. The boys have only 7 hit points each and, at ages eleven and nine, are too young to be effective combatants.","At any given time, another {@dice 1d4} {@creature Wereraven|VRGR|wereravens} (members of the Keepers of the Feather) are present at the inn, either perched on the rooftop in raven form or huddled inside in human form. These wereravens are loyal friends of the Martikovs and help protect the inn.","If the characters earn the trust of the wereravens in Vallaki, the Keepers of the Feather will watch their backs. The next time the characters get themselves in serious trouble, you can have a group of {@dice 1d4} {@creature Wereraven|VRGR|wereravens} show up to rescue or otherwise help them."]},{"type":"entries","name":"Fortunes of Ravenloft","page":98,"id":"336","entries":["If your card reading reveals that a treasure is hidden at the inn, the Keepers of the Feather don't reveal where the treasure is until they know the characters are capable of protecting it. As a way of testing their abilities, Urwin gives the characters the following quest:",{"type":"insetReadaloud","id":"337","entries":["Urwin takes you aside and keeps his voice low. \"My supply of wine is nearly gone, and the next shipment is overdue. I'll give you what you seek if you bring me my wine. The vineyard and winery is a few miles west of here. Just follow the Old Svalich Road and the signs.\""]},"Urwin fails to mention that his cantankerous father, {@creature Davian Martikov|CoS}, owns the local winery and vineyard, the Wizard of Wines ({@adventure chapter 12|CoS|13}). There's bad blood between Urwin and his father (whom Urwin and Danika refer to as \"the old crow\"). Although Urwin could easily visit the winery himself, he considers dealing with his father to be a worthy test of the characters' competence, and he makes good on his promise if they complete the quest and return with his wine shipment.","Urwin sends a {@creature wereraven|VRGR} in raven form to observe the party's progress from a distance. If the characters get in trouble, the wereraven reports to Urwin at once."]},{"type":"entries","name":"N2a. Well","page":98,"id":"338","entries":["A 3-foot-high stone rim surrounds the mouth of this 40-foot-deep, moss-lined well. The inn draws fresh water from this well."]},{"type":"entries","name":"N2b. Outside Staircase","page":98,"id":"339","entries":["A wooden staircase hugs the outer wall of the inn and leads up to guest quarters on the upper floor ({@area areas N2l|34f|x} and {@area N2m|351|x}). The sturdy wooden door at the top of the stairs can be barred from the inside."]},{"type":"entries","name":"N2c. Taproom","page":100,"id":"33a","entries":[{"type":"insetReadaloud","id":"33b","entries":["Damp cloaks hang from pegs in the entrance portico. The tavern is packed with tables and chairs, with narrow paths meandering between them. A bar stretches along one wall, under a balcony that can be reached by a wooden staircase that hugs the north wall. Another balcony overhangs an entrance to the east. All the windows are fitted with thick shutters and crossbars. Lanterns hanging above the bar and resting on the tables bathe the room in dull orange light and cast shadows upon the walls, most of which are adorned with wolf heads mounted on wooden plaques."]},"The double doors leading into the taproom can be barred shut from within.","Mounted on braces and tucked into alcoves behind the bar are three wine barrels, each one three-quarters empty. Two of the barrels contain Purple Grapemash No. 3 (a cheap wine), and the third contains Red Dragon Crush (a fine wine). A brass spigot is hammered into each barrel.","Danika Martikov usually tends bar while her husband busies himself in the kitchen ({@area area N2e|341|x}). Their boys, Brom and Bray, scamper about and easily get underfoot.","Between dawn and noon, there are no patrons here, and the Martikovs are upstairs in their bedrooms ({@area areas N2o|356|x} and {@area N2p|358|x}) or in the attic ({@area area N2q|35a|x}).","From noon to dusk, the taproom holds {@dice 2d4} local patrons (male and female {@creature Commoner||commoners}). Between dusk and midnight, {@dice 2d8} Vallakians are here. In addition, one or more of the following people might be present during this time.",{"type":"entries","name":"Wolf Hunters","page":100,"id":"33c","entries":["{@creature Szoldar Szoldarovich|CoS} and {@creature Yevgeni Krushkin|CoS} (N male human {@creature Scout||scouts}) are local hunters who frequent the Blue Water Inn. They kill wolves and sell the meat for a living, and their work is dangerous and bloody. Both men are grim and have haunted looks in their eyes.","These two are dour fellows, but they seldom pass up an opportunity to earn coin. If the characters are looking for guides or information about the land of Barovia, Szoldar and Yevgeni can be of service. They aren't afraid to venture beyond Vallaki's walls during the day, and they know the woods and valley well. They're willing to serve as guides for 5 gp per day, or to provide directions to important landmarks in exchange for free drinks. They think it's foolish to travel \"this cursed realm\" at night and won't do so unless their payment is exorbitant (100 gp or more).","On rare occasions when he has something to say, Szoldar speaks brusquely, while Yevgeni usually parrots his friend in not so many words. Szoldar has a notch in his bow for every wolf he's killed, while Yevgeni adds a new swatch to his wolfskin cloak every time he makes a kill. Both men have families but spend most of their time together, either drowning their sorrows or hunting in the woods. Most of the wolf heads that adorn the tavern walls are the result of their handiwork.",{"type":"gallery","images":[{"type":"image","href":{"type":"internal","path":"adventure/CoS/052-cos05-05.webp"},"title":"{@creature Szoldar Szoldarovich|CoS}","width":697,"height":1000},{"type":"image","href":{"type":"internal","path":"adventure/CoS/053-cos05-06.webp"},"title":"{@creature Yevgeni Krushkin|CoS}","width":774,"height":1000}]}]},{"type":"entries","name":"Wachter Brothers","page":100,"id":"33d","entries":["Nikolai and Karl Wachter (N male human {@creature Noble||nobles}) are brothers of noble birth. They are brash drunkards always looking for trouble, though they are smart enough not to pick fights with well-armed strangers. Their mother, Fiona Wachter (see {@area area N4|39a|x}), is an influential figure in town, but her sons never talk about her. They'd rather listen to tales of the characters' harrowing adventures or hear about how the characters plan to free Vallaki from the burgomaster's madness."]},{"type":"entries","name":"Rictavio","page":100,"id":"33e","entries":["The lone guest of the Blue Water Inn at present is a colorfully dressed half-elf bard who goes by the name {@creature Rictavio|CoS}—a false identity adopted by the legendary vampire hunter Rudolph van Richten (see {@adventure appendix D|CoS|21|Rictavio}). He regales tavern patrons with stories so outrageous as to be hardly believable, yet he asserts they are true indeed. {@creature Rictavio|CoS} claims to be a carnival ringmaster from a distant land. He's been staying at the inn for almost a month, taking advantage of {@creature Urwin Martikov|CoS}'s generosity and good nature. When he arrived, he was accompanied by a monkey named {@creature Piccolo|CoS}. The monkey wasn't welcome at the inn, so {@creature Rictavio|CoS} gave it to the local toymaker (see {@area area N7|3df|x}).","{@creature Rictavio|CoS} admits to having no musical talent but manages to entertain locals nonetheless with his stories of faraway places. Twice each day, at dawn and again at dusk, he leaves the inn with a couple of apples and a cooked wolf steak wrapped in a handkerchief. He claims the food is for his portly friend, \"the destitute toymaker\" ({@area area N7|3df|x}) and his pet monkey. In fact, the apples are for his horse Drusilla ({@area area N2f|343|x}), and the steak is for his captured saber-toothed tiger ({@area area N5|3c9|x}).","During his stay at the inn, {@creature Rictavio|CoS} is quietly gathering information on the Keepers of the Feather, trying to figure out the identities of all the wereravens in town. He's also trying to learn as much as he can about the Vistani, particularly the ones living in the camp just outside town ({@area area N9|3e8|x}). Once he concludes that they are in league with Strahd, {@creature Rictavio|CoS} plans to unleash his trained saber-toothed tiger upon them, with or without the support of the wereravens.","{@creature Rictavio|CoS} wears a {@item hat of disguise} and a {@item ring of mind shielding} to conceal his identity. He carries an iron key that unlocks the door to his carnival wagon ({@area area N5|3c9|x})."]}]},{"type":"entries","name":"N2d. Wine Storage","page":101,"id":"33f","entries":[{"type":"insetReadaloud","id":"340","entries":["This hallway contains three curtained alcoves as well as a larger area stuffed with wine barrels."]},"The Martikovs store their wine here. Tucked behind red curtains are three alcoves, each one containing a half-emptied wine barrel lying on its side in a wooden brace. Twelve empty wine barrels are piled two high near the door to the kitchen ({@area area N2e|341|x}). All the barrels have the Wizard of Wines name burned into them.","Nine of the fifteen barrels, including two of the barrels in the curtained alcoves, have the following label burned into their sides, under the winery's name: Purple Grapemash No. 3. Six of the fifteen barrels, including one of the barrels in the curtained alcoves, have a different label: Red Dragon Crush.","The double doors that lead outside can be barred shut from within."]},{"type":"entries","name":"N2e. Kitchen","page":101,"id":"341","entries":[{"type":"insetReadaloud","id":"342","entries":["This room looks like the kitchen of someone who loves to cook. It has piles of pots, walls lined with utensils and shelves of ingredients, and all manner of pleasant odors. Two lanterns hang above a sturdy pine worktable in the middle of the clutter. A pot of soup bubbles on the hearth."]},"{@creature Urwin Martikov|CoS}, who prepares most of the meals, is found here throughout the day. He occasionally receives help from his two boys, but they are easily distracted. A cupboard against the east wall holds most of the inn's supply of cutlery and dishware, none of it valuable. A door in the west wall leads outside and is usually barred from the inside.","A secret door at the west end of the south wall can be pushed open to reveal a wooden staircase that leads up to {@area area N2i|349|x}."]},{"type":"entries","name":"N2f. Stable","page":101,"id":"343","entries":["The sliding wooden doors on the west wall of this room are held shut by an iron lock and chain. Urwin carries the key to the lock. The doors to the north and south can be barred shut from the inside but are usually unlocked.",{"type":"insetReadaloud","id":"344","entries":["You hear the squawking of birds and the plaintive whinny of a horse as you peer inside this stable. The stalls are clean and well maintained. One of them contains a gray mare. A small door is set into the east wall, and a wooden ladder gives access to a loft overhead. Perched on the wooden railing that encloses the loft are dozens of ravens."]},"Any character who has a horse can keep it here for 1 sp per night. The gray mare is a {@creature draft horse} named Drusilla, and she likes apples. The horse belongs to {@creature Rictavio|CoS} (see {@area area N2c|33a|x}).","The small door in the east wall can be pulled open to reveal {@area area N2g|345|x}. The loft is described in {@area area N2h|346|x}."]},{"type":"entries","name":"N2g. Storage","page":101,"id":"345","entries":["This small room lies under a wooden staircase ({@area area N2i|349|x}). Hanging from wooden pegs are saddles and barding to equip two horses. In an unlocked wooden chest are a dozen horseshoes, a wooden mallet, and a mound of horseshoe nails."]},{"type":"entries","name":"N2h. Ravens' Loft","page":101,"id":"346","entries":[{"type":"insetReadaloud","id":"347","entries":["Dim light spilling in through a pair of dirt-encrusted windows reveals piles of hay with pitchforks sticking out of them. Ravens rule this roost—you can see hundreds of them."]},"Characters who search the loft thoroughly find three pitchforks and a locked wooden chest buried under a pile of hay (see \"Treasure\" below), next to a secret door. If the characters tamper with the chest, the ravens gather into four {@creature Swarm of Ravens||swarms of ravens} and attack. If two swarms are killed, the others flee. Otherwise, they cease their attacks if the characters leave the chest alone. If the fighting continues for more than 3 rounds, {@creature Urwin Martikov|CoS} and two other wereravens hear the ruckus and investigate (in human form).","A secret door in the back of the loft can be pushed open to reveal a bedchamber ({@area area N2p|358|x}) beyond. No ability check is required to spot the secret door, because light in the room beyond slips through the door's cracks.",{"type":"entries","name":"Treasure","page":101,"id":"348","entries":["Inside the locked chest are 140 ep, 70 pp, two {@item Elixir of Health||elixirs of health}, three {@item Potion of Healing||potions of healing}, and a {@item Bag of Tricks, Gray||gray bag of tricks}. The coins are embossed with the profiled likeness of {@creature Strahd von Zarovich|CoS}."]}]},{"type":"entries","name":"N2i. Secret Stairs and Hall","page":101,"id":"349","entries":[{"type":"insetReadaloud","id":"34a","entries":["A wooden staircase to the north descends fifteen feet to a landing. A window dimly illuminates a short, wood-paneled hallway that runs west to east."]},"Guests aren't told about the inn's secret hallway. {@creature Rictavio|CoS} knows of its existence because he has heard the Martikov boys opening and closing the secret door closest to his room ({@area area N2n|353|x}).","At each end of this area is a secret door, each of which is easy to spot from inside the hallway (no ability check required). The northern secret door, at the bottom of the staircase, can be pulled open to reveal the kitchen ({@area area N2e|341|x}) beyond. The eastern secret door can be pulled open to reveal a balcony ({@area area N2j|34b|x}) that overlooks the taproom."]},{"type":"entries","name":"N2j. Great Balcony","page":102,"id":"34b","entries":[{"type":"insetReadaloud","id":"34c","entries":["A wooden balcony stretches the full length of the taproom, enclosed by a wooden railing carved with raven motifs. The taproom's many lanterns illuminate the rafters and cast ominous shadows on the peaked ceiling."]},"The balcony floor is 15 feet above the taproom floor.","A secret door at the south end of the western wall can be pushed open to reveal a wood-paneled hallway ({@area area N2i|349|x}) beyond."]},{"type":"entries","name":"N2k. Guest Balcony","page":102,"id":"34d","entries":[{"type":"insetReadaloud","id":"34e","entries":["This twenty-foot-long balcony provides a clear view of the bar and has a wooden railing carved with raven motifs. The taproom's many lanterns illuminate the rafters and cast ominous shadows on the peaked ceiling."]},"The balcony floor is 15 feet above the taproom floor."]},{"type":"entries","name":"N2l. Guest Rooms","page":102,"id":"34f","entries":["These two rooms have identical furnishings.",{"type":"insetReadaloud","id":"350","entries":["Two cozy beds with matching footlockers rest in the far corners of this fifteen-foot-square room. Wolf furs are heaped atop each bed. Between the beds, a lamp sits on a table under a shuttered window. Two tall black wardrobes stand against the wall by the door."]},"The door to this room can be locked from the inside, and each guest gets a key. Urwin and Danika carry spare keys. The footlockers and wardrobes are empty and are for the use of guests."]},{"type":"entries","name":"N2m. Guest Room","page":102,"id":"351","entries":[{"type":"insetReadaloud","id":"352","entries":["Four plain beds with straw mattresses line the north wall of this well-lit room. Each bed comes with a matching footlocker to store clothing and other belongings. A table and four chairs occupy the corner across from the door. An oil lamp resting on the table casts a bright yellow flame."]},"The door to this room can be locked from the inside, and each guest receives a key. Urwin and Danika carry spare keys. The footlockers are empty and are for the use of guests."]},{"type":"entries","name":"N2n. Private Guest Room","page":102,"id":"353","entries":["{@creature Rictavio|CoS} has a key to this room, which is locked at all times. Urwin and Danika carry spare keys. The door's lock can be picked, but discretion is called for because the door is in plain view of the taproom below.",{"type":"insetReadaloud","id":"354","entries":["This small guest room contains a bed heaped with wolf furs, a footlocker, a tall wardrobe, and a writing desk with matching chair. An oil lamp rests atop the desk near a journal bound in a red leather jacket."]},"{@creature Rictavio|CoS} sleeps here between midnight and dawn. At dawn, he leaves to check on his horse ({@area area N2f|343|x}) and his wagon ({@area area N5|3c9|x}), returning to the inn around noon. Between noon and dusk, there's a {@chance 40|40 percent} chance he is here; otherwise, he's in the taproom ({@area area N2c|33a|x}). At dusk, he leaves the inn to tend to his horse and his wagon again, then returns to his room to retire for the night.","{@creature Rictavio|CoS} is too clever to leave anything valuable or incriminating in his room. The footlocker and the wardrobe contain nothing but common clothes and travel wear.",{"type":"entries","name":"Rictavio's Journal","page":102,"id":"355","entries":["The journal on the desk is a bit of artifice that {@creature Rictavio|CoS} created to perpetuate the illusion that he is an entertainer in search of new acts for his traveling carnival. His writing makes frequent mention of conversations with Drusilla (which the journal fails to mention is the name of {@creature Rictavio|CoS}'s horse) and recounts many long and tedious journeys by wagon. {@creature Rictavio|CoS} has also written about various \"oddities\" he has seen in his travels, including the following:",{"type":"list","items":["A \"werehare\" child (a boy who transforms into a rabbit on nights of the full moon)","A half-orc woman named Gorabacha who could chew through iron chains","A giant, man-eating plant that had the most remarkable singing voice","A pair of conjoined goblins","A small man with no legs named Filmore Stunk, who could drink whole casks of wine without getting drunk"]}]}]},{"type":"entries","name":"N2o. Boys' Bedroom","page":102,"id":"356","entries":[{"type":"insetReadaloud","id":"357","entries":["A large, painted toy box rests between two small, cozy beds. Murals of ravens in flight are painted on the walls above the wood paneling."]},"Brom and Bray Martikova don't spend much time in this room. The toy box contains a pile of neglected toys, many of them etched with the slogan \"Is No Fun, Is No Blinsky!\" The toys include the following:",{"type":"list","items":["A miniature puppet theater with appropriately sized marionettes of a king, a queen, a prince, a princess, an executioner, a tax collector, a dunce, a vampire, and a vampire hunter","A garish toy Vistani wagon hitched to a wooden horse and filled with tiny wooden Vistani figures","A pair of painted wooden clown masks, one displaying a mean scowl and the other a frightened expression","A wooden top painted with images of scarecrows chasing children through the forest","A stuffed (real) bat on puppet strings"]},"A hidden trapdoor in the 8-foot-high ceiling opens into a secret attic ({@area area N2q|35a|x}).",{"type":"image","href":{"type":"internal","path":"adventure/CoS/054-cos05-07.webp"},"title":"The Martikov Family","width":1000,"height":705}]},{"type":"entries","name":"N2p. Master Bedroom","page":103,"id":"358","entries":[{"type":"insetReadaloud","id":"359","entries":["Matching end tables flank a large wood-framed bed with a red silk canopy. Across from the bed hangs a tapestry depicting a beautiful mountain valley. The other walls are dominated by a fireplace and a wardrobe."]},"Urwin and Danika retire to this room every night before heading to the attic ({@area area N2q|35a|x}) to sleep. This room is for appearances only and contains no valuables.","A secret door at the west end of the south wall can be pulled open to reveal the loft beyond ({@area area N2h|346|x}).","A hidden trapdoor in the 8-foot-high ceiling opens into a secret attic ({@area area N2q|35a|x})."]},{"type":"entries","name":"N2q. Secret Attic","page":103,"id":"35a","entries":[{"type":"insetReadaloud","id":"35b","entries":["This ten-foot-wide, thirty-five-foot-long attic has a ceiling that slants down toward the west, dropping from a height of eight feet to a height of five feet. Four straw nestscover the floor, and a locked iron strongbox sits against the north wall. A small square opening in the south wall leads outside. Two trapdoors with iron hinges are set into the floor."]},"The Martikovs sleep here at night in hybrid form. The opening in the south wall is just big enough for a raven or other Tiny creature to pass through. The wereravens can use this opening as an escape route.","The strongbox is described in \"Treasure\" below.","Two trapdoors, clearly visible on the floor, can be pulled open to reveal the bedchambers ({@area areas N2o|356|x} and {@area N2p|358|x}) that lie directly beneath them.",{"type":"entries","name":"Treasure","page":103,"id":"35c","entries":["Urwin carries the key to the locked iron strongbox. The lock can be picked with thieves' tools and a successful DC 20 Dexterity check. The box contains a sack of 150 ep (each coin bearing the profiled visage of {@creature Strahd von Zarovich|CoS}), six pieces of jewelry (worth 250 gp each), and three {@item Potion of Healing||potions of healing}."]}]},{"type":"entries","name":"Fortunes of Ravenloft","page":103,"id":"35d","entries":["If your card reading reveals that a treasure is here, it is in the iron strongbox."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,6,n2.%20blue%20water%20inn,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área N2</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ), aos Vistani no acampamento fora de Vallaki ( </span></span><a href="https://5e.tools/adventure.html#CoS,6"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 5</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><a data-vet-entry="{"type":"entries","name":"N9. Vistani Camp","page":119,"id":"3e8","entries":["Several footpaths and horse trails lead to this location in the woods southwest of Vallaki.",{"type":"insetReadaloud","id":"3e9","entries":["The woods part to reveal an expansive clearing: a small, grass-covered hill with low houses built into its sides. Fog obscures the details, but you can see that these buildings feature elegantly carved woodwork and have decorative lanterns hanging from their sculpted eaves. Atop the hill, above the fog, is a ring of barrel-topped wagons that surround a large tent with a column of smoke pouring out through a hole in the top. The tent is brightly lit from within. Even at this distance, you can smell the odors of wine and horses that emanate from this central area."]},"This natural clearing serves as a permanent campsite for the Vistani and their dusk elf allies.",{"type":"gallery","images":[{"type":"image","href":{"type":"internal","path":"adventure/CoS/066-018.jpg"},"title":"Map 5.6: Vistani Camp (Area N9)","width":2400,"height":3300,"mapRegions":[{"area":"3f1","points":[[234,1252],[234,1491],[588,1491],[588,1252]]},{"area":"3f1","points":[[446,572],[446,936],[884,936],[884,572]]},{"area":"3f1","points":[[345,1711],[345,2123],[756,2123],[756,1711]]},{"area":"3ed","points":[[1118,2016],[1118,2379],[1340,2379],[1340,2016]]},{"area":"3f1","points":[[1700,1727],[1700,2118],[2086,2118],[2086,1727]]},{"area":"3f1","points":[[1859,1245],[1859,1483],[2259,1483],[2259,1245]]},{"area":"3f1","points":[[1570,577],[1570,946],[1982,946],[1982,577]]},{"area":"3f3","points":[[1132,1278],[1231,1232],[1327,1277],[1368,1371],[1328,1476],[1230,1507],[1129,1475],[1092,1364]]},{"area":"402","points":[[1158,982],[1158,1101],[1305,1101],[1305,982]]},{"area":"3fc","points":[[1160,1645],[1160,1793],[1310,1793],[1310,1645]]},{"area":"400","points":[[841,1286],[841,1436],[958,1436],[958,1286]]},{"area":"3f9","points":[[1498,1287],[1498,1448],[1624,1448],[1624,1287]]},{"area":"3fe","points":[[1033,1161],[1150,1093],[1108,994],[976,1062]]},{"area":"3fc","points":[[1308,1090],[1384,1006],[1489,1104],[1408,1176]]},{"area":"400","points":[[1420,1178],[1501,1117],[1596,1239],[1496,1277]]},{"area":"3fc","points":[[955,1301],[849,1246],[938,1113],[1032,1171]]},{"area":"3f6","points":[[865,1505],[960,1452],[1036,1569],[931,1628]]},{"area":"400","points":[[971,1685],[1032,1587],[1153,1660],[1095,1755]]},{"area":"3fe","points":[[1315,1652],[1410,1758],[1517,1655],[1427,1562]]},{"area":"3fe","points":[[1440,1563],[1561,1625],[1621,1491],[1495,1451]]},{"area":"3f7","points":[[1162,1250],[1110,1281],[1078,1367],[1114,1480],[1223,1522],[1339,1489],[1376,1384],[1432,1397],[1477,1462],[1424,1555],[1311,1630],[1156,1636],[1048,1580],[967,1442],[969,1289],[1036,1175],[1135,1177]]}],"imageType":"map","grid":{"type":"square","size":69,"offsetX":-11,"offsetY":-7,"distance":10},"id":"5ba","hrefThumbnail":{"type":"internal","path":"adventure/CoS/thumbnail/066-018.webp"}},{"type":"image","href":{"type":"internal","path":"adventure/CoS/067-cos505.jpg"},"title":"Player Version","width":2400,"height":3300,"imageType":"mapPlayer","grid":{"type":"square","size":69,"offsetX":-11,"offsetY":-7,"distance":10},"mapParent":{"id":"5ba"}}]},{"type":"entries","name":"Roleplaying the Vistani and the Elves","page":119,"id":"3ea","entries":["Use the following information to roleplay the Vistani and the dusk elves that occupy the camp.",{"type":"entries","name":"Vistani","page":119,"id":"3eb","entries":["The Vistani in this camp all serve Strahd. The elders have died, leaving a pair of brothers named {@creature Luvash|CoS} and {@creature Arrigal|CoS} in charge. Both men are evil and willing to do whatever Strahd demands of them.","These Vistani have two problems. First, {@creature Luvash|CoS}'s seven-year-old daughter, {@creature Arabelle|CoS}, recently disappeared from the camp. Consequently, half of the Vistani are out searching for her when the characters arrive. Second, the Vistani have exhausted their supply of wine and are eager to obtain more. Characters who help them with either problem earn the Vistani's respect."]},{"type":"entries","name":"Dusk Elves","page":119,"id":"3ec","entries":["The dusk elf race is all but forgotten, and the few survivors live in secret places such as this. They have dark skin and hair, but otherwise they are similar to {@race Elf (Wood)||wood elves} (as described in the {@book Player's Handbook|PHB}). One of Strahd's old brides, {@creature Patrina Velikovna|CoS}, used to live here. Her brother, {@creature Kasimir Velikov|CoS}, still does.","The dusk elves reside in small homes built into the hillside and are mostly self-sufficient. They are skilled trackers, and many of them are away from camp when the characters arrive, helping the Vistani search for {@creature Arabelle|CoS}. Strahd has tasked the Vistani with keeping an eye on the dusk elves, and the dusk elves know they aren't safe in Barovia without the Vistani's \"protection.\" Strahd has also forbidden the Vistani from helping the dusk elves escape his domain.","There are no women or children among the dusk elves. Strahd had all the female dusk elves put to death around four centuries ago as a punishment for Patrina's murder. Thus, the remaining elves can't procreate. A broken people, they are aware of the vampire's absolute hold over the land of Barovia. They keep a low profile and have no desire to incur Strahd's wrath again.",{"type":"gallery","images":[{"type":"image","href":{"type":"internal","path":"adventure/CoS/068-cos05-18.webp"},"title":"{@creature Luvash|CoS}","width":849,"height":1000},{"type":"image","href":{"type":"internal","path":"adventure/CoS/069-cos05-17.webp"},"title":"{@creature Arrigal|CoS}","width":813,"height":1000}]}]}]},{"type":"entries","name":"N9a. Kasimir's Hovel","page":121,"id":"3ed","entries":["If the characters approach the house at the base of the hill on the eastern perimeter of the camp, read the following text:",{"type":"insetReadaloud","id":"3ee","entries":["Standing quietly in front of this house, bathed in the warm light of its lanterns, are three sullen, gray-cloaked figures, their angular features and black, flowing hair half-hidden under their cowls."]},"The cloaked figures are three {@creature Guard||guards} (N male dusk elves). If the characters seem friendly and are looking for someone to talk to, the guards direct them inside to Kasimir or point them toward the Vistani camp on the hilltop.","{@creature Kasimir Velikov|CoS} (see {@area appendix D|786|x}) is the leader of the dusk elves. His hovel has a decorated vestibule and a comfortable room beyond with a fireplace. Wooden statuettes of elven deities stand in cubbyholes along one wall. A tapestry of a forest hangs on the opposite wall.","Kasimir confesses that he is burdened by dreams sent to him by his dead sister, {@creature Patrina Velikovna|CoS}, whose spirit has languished in the catacombs below Castle Ravenloft for centuries. Kasimir believes that Patrina has repented for her many sins, and he yearns not only to free her but also to restore her to life.","If the characters seem intent on destroying Strahd, Kasimir tells them about the Amber Temple. Without divulging too much of the dreams sent to him by Patrina, Kasimir informs the characters that the secret to breaking Strahd's pact and freeing Barovia from its curse might be hidden there. Kasimir doesn't know whether this claim is true or not, but he states it as a way of persuading the characters to accompany him to the temple; his main objective, he says, is to find something there that he can use to bring Patrina back from the dead.",{"type":"entries","name":"Treasure","page":121,"id":"3ef","entries":["Kasimir wears a {@item ring of warmth} and has a leather-bound spellbook containing all the spells he has prepared (see {@area appendix D|786|x}) plus the following spells: {@spell arcane lock}, {@spell comprehend languages}, {@spell hold person}, {@spell identify}, {@spell locate object}, {@spell nondetection}, {@spell polymorph}, {@spell protection from evil and good}, and {@spell wall of stone}."]}]},{"type":"entries","name":"Fortunes of Ravenloft","page":121,"id":"3f0","entries":["If your card reading reveals that a treasure is here, it is in Kasimir's possession. He relinquishes it if the characters promise to accompany him to the Amber Temple and help him find a way to bring his sister Patrina back from the dead."]},{"type":"entries","name":"N9b. Dusk Elf Hovels","page":121,"id":"3f1","entries":["Six simple houses ring the base of the hill, three protruding from the north side and three from the south side.",{"type":"insetReadaloud","id":"3f2","entries":["A grim, gray-cloaked figure stands in front of the door to this house."]},"The cloaked figure is a {@creature guard} (N male dusk elf). If the characters appear friendly and are looking for someone to talk to, the guard directs them to Kasimir's hovel ({@area area N9a|3ed|x}). Under no circumstances does the guard willingly allow strangers to enter the house he protects.","Each hovel is configured similarly to Kasimir's hovel. All are currently unoccupied. (Except for the nine guards left behind to watch the homes, the dusk elves are out searching for {@creature Arabelle|CoS}.)"]},{"type":"entries","name":"N9c. Vistani Tent","page":121,"id":"3f3","entries":[{"type":"insetReadaloud","id":"3f4","entries":["Piled outside the wagon are several empty casks of wine. From inside the tent comes the crack of a whip followed by the howls of a young man. Three sputtering campfires fill the tent with smoke, and through the haze you see six Vistani passed out in various places on the dead grass. A barely conscious and shirtless teenager hugs the central tent pole, his wrists bound with rope and his back streaked with blood. An older, larger man in studded leather armor lashes the young man with a horsewhip, causing him to scream again. Standing in the bigger man's shadow is a third man also clad in studded leather. \"Easy, brother,\" he says to the whip-wielding brute. \"I think Alexei has learned his lesson.\""]},"The two men in studded leather armor are the leaders of the Vistani camp—the brothers {@creature Luvash|CoS} (CE male human {@creature vistana bandit captain|cos|bandit captain}) and {@creature Arrigal|CoS} (NE male human {@creature assassin}). If you used the \"{@area Plea for Help|081|x}\" adventure hook, the characters have already met {@creature Arrigal|CoS}. {@creature Luvash|CoS} is the older of the two and the brother whom the other Vistani fear most. Each brother carries a key that unlocks one of the padlocks of the treasure wagon ({@area area N9i|402|x}).","{@creature Luvash|CoS} is punishing a Vistana named Alexei (CN male human {@creature vistana bandit|cos|bandit} with 3 hit points remaining) for failing to keep a watchful eye on his daughter. The characters' arrival distracts {@creature Luvash|CoS}, and he forgets about Alexei long enough to play the role of host—until such time as the characters become tiresome or threatening. Alexei blames himself for not watching the little brat more closely and has accepted his punishment. If the characters try to rescue him, he screams at them to stop, not wanting to appear weak in front of {@creature Luvash|CoS} and {@creature Arrigal|CoS}.","In addition to {@creature Luvash|CoS}, {@creature Arrigal|CoS}, and Alexei, there are six intoxicated Vistani (CN male and female human {@creature vistana bandit|cos|bandits}) lying {@condition unconscious} in the tent. A drunk Vistana awakens only if the Vistana takes 5 damage or more and has at least 1 hit point remaining afterward.",{"type":"entries","name":"Dealing with Luvash","page":122,"id":"3f5","entries":["{@creature Luvash|CoS} is unhappy because his seven-year-old daughter, {@creature Arabelle|CoS}, has vanished. She's been gone for a little more than a day. Because everyone in the camp was drunk and {@creature Arrigal|CoS} was away, no one remembers seeing or hearing anything strange. {@creature Luvash|CoS} is determined to find her, no matter what the cost, and most of his camp is out scouring the woods when the characters arrive. (Missing from the camp are twelve {@creature vistana bandit|cos|bandits}. Each hour that passes, {@dice 1d4} of them return to camp with no news on {@creature Arabelle|CoS}'s whereabouts.)","If an alarm is sounded, nine Vistani {@creature vistana bandit|cos|bandits} (NE male and female humans) emerge from three of the surrounding wagons ({@area area N9g|3fe|x}) and arrive at the tent with weapons drawn in 2 rounds.","{@creature Luvash|CoS} won't meddle in the characters' affairs without Strahd's consent, and he is quite content to let the vampire deal with them. For a hefty price, he offers to sell the characters potions that allow safe passage through the deadly fog that surrounds the valley; he keeps them in the treasure wagon ({@area area N9i|402|x}). The potions don't work, of course.","If the characters rescue {@creature Arabelle|CoS} from Lake Zarovich ({@adventure chapter 2|CoS|3}, {@area area L|121|x}) and see her safely returned to camp, {@creature Luvash|CoS} is overjoyed and offers to repay the favor. He doesn't sell them the fake potions. (\"Um, they aren't as potent as they could be.\") Instead, he lets them choose a treasure from the Vistani treasure wagon ({@area area N9i|402|x}).","If the characters ask something of the Vistani but have not earned {@creature Luvash|CoS}'s goodwill, he agrees to do business with them if they accomplish one of two tasks: either find his missing daughter or procure six barrels of wine and bring them to the camp. {@creature Luvash|CoS} suggests they can get the wine in Vallaki, or go straight to the source—the Wizard of Wines winery. He isn't picky when it comes to the quality of the wine."]},{"type":"entries","name":"Dealing with Arrigal","page":122,"id":"3f6","entries":["{@creature Arrigal|CoS} is a much more dangerous creature than his brute of a brother. If the characters have something in their possession that is either useful or harmful to Strahd and {@creature Arrigal|CoS} becomes aware of it, he tries to deprive the characters of this item, stalking them if necessary and going as far as to kill one or more of them if he thinks he can escape with the item in his possession. If he succeeds, he takes one of the riding horses ({@area area N9d|3f7|x}) and delivers the item to Strahd at Castle Ravenloft."]}]},{"type":"entries","name":"N9d. Horses","page":122,"id":"3f7","entries":[{"type":"insetReadaloud","id":"3f8","entries":["The hilltop is covered with steaming piles of horse dung. More than two dozen horses are tethered to stone blocks inside the circle of wagons but outside the tent. Most of the animals are draft horses, but a few of them are riding horses equipped with saddles."]},"Twenty-four {@creature Draft Horse||draft horses} and six {@creature Riding Horse||riding horses} are tethered here."]},{"type":"entries","name":"N9e. Luvash's Wagon","page":122,"id":"3f9","entries":[{"type":"insetReadaloud","id":"3fa","entries":["This barrel-topped wagon is nicer that the others. Drapes of golden silk hang in the windows, and the wheels have gold, sun-shaped hubcaps. An iron chimney pipe protrudes from the roof."]},"{@creature Luvash|CoS}'s wagon is a mess inside. Empty wineskins, dirty clothes, and mangy furs are strewn about. A small hammock strung across the width of the wagon under the driver's seat serves as {@creature Arabelle|CoS}'s bed. A burlap doll with button eyes lies in the hammock; {@creature Arabelle|CoS} has no other possessions.","A small iron stove in the middle of the wagon keeps the interior warm.",{"type":"entries","name":"Treasure","page":122,"id":"3fb","entries":["The wagon's \"golden sun\" hubcaps are worth 125 gp apiece (500 gp total)."]}]},{"type":"entries","name":"N9f. Wagon of Sleeping Vistani","page":122,"id":"3fc","entries":["There are four of these wagons at the camp.",{"type":"insetReadaloud","id":"3fd","entries":["You hear heavy snores from within this barrel-topped wagon."]},"Each of these wagons contains {@dice 1d4} sleeping Vistani (CN male and female human {@creature vistana bandit|cos|bandits}). These Vistani wake up if their wagon is shaken or if they take damage and have at least 1 hit point remaining."]},{"type":"entries","name":"N9g. Wagon of Gambling Vistani","page":122,"id":"3fe","entries":["There are three of these wagons at the camp.",{"type":"insetReadaloud","id":"3ff","entries":["Loud voices and laughter spill from this barrel-topped wagon."]},"Each of these wagons contains three Vistani (CN male and female human {@creature vistana bandit|cos|bandits}). The Vistani are playing a dice game for favors, since they have no money. They respond to sounds of alarm by drawing their weapons and heading to the tent ({@area area N9c|3f3|x})."]},{"type":"entries","name":"N9h. Vistani Family Wagon","page":123,"id":"400","entries":["There are three of these wagons at the camp.",{"type":"insetReadaloud","id":"401","entries":["This barrel-topped wagon is filled with the raucous screams and laughter of children."]},"Each of these wagons contains one Vistani adult (male or female human {@creature vistana commoner|cos|commoner}) and {@dice 1d4 + 1} Vistani children (male and female human noncombatants). The adult is watching the children playing games, teaching the children about their heritage, or telling a scary story to frighten the children."]},{"type":"entries","name":"N9i. Vistani Treasure Wagon","page":123,"id":"402","entries":[{"type":"insetReadaloud","id":"403","entries":["Two iron padlocks secure the door of this barrel-topped wagon."]},"The Vistani keep all their treasure in this wagon. The door to the wagon has two locks, each of which requires a different key. {@creature Luvash|CoS} carries one key, {@creature Arrigal|CoS} the other. Each lock is rigged with a poison needle trap (see \"{@book Sample Traps|DMG|5|Sample Traps}\" in chapter 5, \"Adventure Environments,\" of the {@book Dungeon Master's Guide|DMG}).",{"type":"entries","name":"Treasure","page":123,"id":"404","entries":["The wagon contains the following items:",{"type":"list","items":["A wooden chest containing 1,200 ep (each coin stamped with the profiled visage of Strahd)","An iron chest containing 650 gp","An onyx jewelry box with gold filigree (worth 250 gp) containing six pieces of cheap jewelry (worth 50 gp each) and a {@item potion of poison} in an unlabeled crystal vial (worth 100 gp)","A wooden throne with gold inlay and decorative stones (worth 750 gp)","A rolled-up 10-foot-square rug with an exquisite unicorn motif (worth 750 gp)","A small wooden box containing twelve fake potions in stoppered gourds (the Vistani sell these nonmagical elixirs to naive strangers, claiming that they protect against the deadly fog surrounding Barovia)"]}]}]},{"type":"entries","name":"Fortunes of Ravenloft","page":123,"id":"405","entries":["If your card reading reveals that a treasure is here, it is lying amid the other items in the wagon."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,6,n9.%20vistani%20camp,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área N9</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ), ou ao burgomestre de Krezk. ( </span></span><a href="https://5e.tools/adventure.html#CoS,9"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 8</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><a data-vet-entry="{"type":"entries","name":"S2. Gatehouse","page":145,"id":"4c0","entries":["The map of Krezk includes a diagram of the gatehouse.",{"type":"insetReadaloud","id":"4c1","entries":["The air grows colder as you approach the walled settlement. Two square towers with peaked roofs flank a stone archway into which is set a pair of twelve-foot-tall, ironbound wooden doors. Carved into the arch above the doors is a name: Krezk.","The walls that extend from the gatehouse are twenty feet high. Atop the parapet you see four figures wearing fur hats and clutching spears. They watch you nervously."]},"Cut into the upper floor of each tower is an arrow slit 6 inches wide, 4 feet tall, and 1 foot deep. An open doorway leads from the archer's post in each tower to the adjacent parapet. Behind the walls, wooden ladders lead from the parapets to the ground 20 feet below.","Two archers (male and female human {@creature Scout||scouts}) are stationed inside the gatehouse, one in each tower. Four {@creature Guard||guards} (male and female humans) man the adjacent walls. If the characters are seen flying or climbing over the walls, the guards assume that the village is under attack and cry out in alarm. Five rounds after the alarm sounds, every able-bodied adult in the village arrives at the gatehouse, ready for battle. Krezk's militia consists of four more guards plus forty {@creature Commoner||commoners} (male and female humans) armed with handaxes.","The double doors are made of thick wood planks bound with iron bands and sealed shut with a heavy wooden bar held in iron brackets. The bar can be lifted with a successful DC 15 Strength check. The doors require a siege engine to break them open.","There aren't enough people in Krezk to adequately defend its outer wall. Every 300-foot stretch of wall is watched over by a lone {@creature guard} (male or female human). The guards are trained to crouch behind the wall and sound the alarm at any sign of danger.",{"type":"entries","name":"Burgomaster Dmitri Krezkov","page":145,"id":"4c2","entries":["If the characters ask to be let inside or otherwise draw the attention of the guards on the wall, one of the guards fetches the burgomaster, Dmitri Krezkov (LG male human {@creature noble}). His ancestors built Krezk at the foot of the abbey after Strahd's armies conquered the valley.","Dmitri is a lord and expects to be treated like one. He places the safety of his village above the welfare of strangers. He has seen adventurers before and assumes that the characters are Strahd's allies or enemies; either way, their presence spells trouble for Krezk. Dmitri isn't prepared to shelter Strahd's enemies any more than he is willing to humor Strahd's allies. The only way the characters can earn his favor is to help Krezk in some way, whereupon Dmitri is required by his oath of office and his honor as a Barovian noble to show them hospitality. If the characters ask what they can do, Dmitri asks them to secure a wagonload of wine from the Wizard of Wines winery to the south. His people have been without wine for days, and the next delivery is long overdue.","If the characters force their way into town using magic or strength of arms, Dmitri tells his guards to stand down, hoping to avoid bloodshed, and does everything he can to expedite the characters' departure.","A character who succeeds on a DC 12 Wisdom ({@skill Insight}) check can discern that Dmitri is trying to hide the fact that he is distraught. He is grieving over the natural death of his youngest son, Ilya—the last of his children (see {@area area S3|4c3|x})."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,9,s2.%20gatehouse,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área S2</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
). Um grato Davian coloca seus filhos na tarefa imediatamente. Adrian
Martikov traz os três barris de vinho restantes da adega e os coloca na
carroça enquanto Elvir Martikov segura os cavalos. Adrian e Elvir fazem a
entrega sozinhos, mas recebem bem o acompanhante da festa. Se os
personagens não se voluntariarem para o serviço de guarda, </span></span><a data-vet-hash="davian%20martikov_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#davian%20martikov_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Davian Martikov</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> sugere que eles acompanhem a carroça de vinho para garantir sua segurança.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se os personagens escoltarem a carroça, verifique se há um </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"section","name":"Random Encounters","page":28,"id":"0ba","entries":["Dangers abound in the land of Barovia. Check for a random encounter after every 30 minutes that the adventurers spend on the roads or in the wilderness (don't check if they have already had two random encounters outdoors in the past 12 hours):",{"type":"list","items":["If the characters are on a road, an encounter occurs on a roll of 18 or higher on a {@dice d20}.","If the characters are in the wilderness, an encounter occurs on a roll of 15 or higher on a {@dice d20}."]},"If an encounter occurs, roll on the daytime or the nighttime encounter table, depending on the time, or have Strahd's spies appear (see the \"{@area Strahd's Spies|0c2|x}\" sidebar).",{"type":"entries","id":"0bb","entries":[{"type":"table","caption":"Daytime Random Encounters in Barovia","colLabels":["{@dice d12 + d8}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[[{"type":"cell","roll":{"exact":2},"entry":"{@area 2|0be|x}"},"{@dice 3d6} {@creature Barovian Commoner|CoS|commoners}"],[{"type":"cell","roll":{"exact":3},"entry":"{@area 3|0c0|x}"},"{@dice 1d6} {@creature Barovian Scout|CoS|scouts}"],[{"type":"cell","roll":{"exact":4},"entry":"{@area 4|0d4|x}"},"Hunting trap"],[{"type":"cell","roll":{"exact":5},"entry":"{@area 5|0d0|x}"},"Grave"],[{"type":"cell","roll":{"exact":6},"entry":"{@area 6|0cc|x}"},"False trail"],[{"type":"cell","roll":{"exact":7},"entry":"{@area 7|0e7|x}"},"{@dice 1d4 + 1} {@creature Vistana Bandit|cos|Vistani bandits}"],[{"type":"cell","roll":{"exact":8},"entry":"{@area 8|0dc|x}"},"Skeletal rider"],[{"type":"cell","roll":{"exact":9},"entry":"{@area 9|0e5|x}"},"Trinket"],[{"type":"cell","roll":{"exact":10},"entry":"{@area 10|0d2|x}"},"Hidden bundle"],[{"type":"cell","roll":{"exact":11},"entry":"{@area 11|0e2|x}"},"{@dice 1d4} {@creature swarm of ravens} (50%) or 1 {@creature wereraven|VRGR} (see {@adventure appendix D|CoS|21}) in raven form (50%)"],[{"type":"cell","roll":{"exact":12},"entry":"{@area 12|0c8|x}"},"{@dice 1d6} {@creature Dire Wolf||dire wolves}"],[{"type":"cell","roll":{"exact":13},"entry":"{@area 13|0f4|x}"},"{@dice 3d6} {@creature Wolf||wolves}"],[{"type":"cell","roll":{"exact":14},"entry":"{@area 14|0c3|x}"},"{@dice 1d4} {@creature Berserker||berserkers}"],[{"type":"cell","roll":{"exact":15},"entry":"{@area 15|0c5|x}"},"Corpse"],[{"type":"cell","roll":{"exact":16},"entry":"{@area 16|0ec|x}"},"{@dice 1d6} {@creature Werewolf||werewolves} in human form"],[{"type":"cell","roll":{"exact":17},"entry":"{@area 17|0ca|x}"},"1 {@creature druid} with {@dice 2d6} {@creature Twig Blight||twig blights}"],[{"type":"cell","roll":{"exact":18},"entry":"{@area 18|0d6|x}"},"{@dice 2d4} {@creature Needle Blight||needle blights}"],[{"type":"cell","roll":{"exact":19},"entry":"{@area 19|0da|x}"},"{@dice 1d6} {@creature Scarecrow||scarecrows}"],[{"type":"cell","roll":{"exact":20},"entry":"{@area 20|0d8|x}"},"1 {@creature revenant}"]]},{"type":"table","caption":"Nighttime Random Encounters in Barovia","colLabels":["{@dice d12 + d8}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[[{"type":"cell","roll":{"exact":2},"entry":"{@area 2|0ce|x}"},"1 {@creature ghost}"],[{"type":"cell","roll":{"exact":3},"entry":"{@area 3|0d4|x}"},"Hunting trap"],[{"type":"cell","roll":{"exact":4},"entry":"{@area 4|0d0|x}"},"Grave"],[{"type":"cell","roll":{"exact":5},"entry":"{@area 5|0e5|x}"},"Trinket"],[{"type":"cell","roll":{"exact":6},"entry":"{@area 6|0c5|x}"},"Corpse"],[{"type":"cell","roll":{"exact":7},"entry":"{@area 7|0d2|x}"},"Hidden bundle"],[{"type":"cell","roll":{"exact":8},"entry":"{@area 8|0dc|x}"},"Skeletal rider"],[{"type":"cell","roll":{"exact":9},"entry":"{@area 9|0e0|x}"},"{@dice 1d8} {@creature swarm of bats}"],[{"type":"cell","roll":{"exact":10},"entry":"{@area 10|0c8|x}"},"{@dice 1d6} {@creature Dire Wolf||dire wolves}"],[{"type":"cell","roll":{"exact":11},"entry":"{@area 11|0f4|x}"},"{@dice 3d6} {@creature Wolf||wolves}"],[{"type":"cell","roll":{"exact":12},"entry":"{@area 12|0c3|x}"},"{@dice 1d4} {@creature Berserker||berserkers}"],[{"type":"cell","roll":{"exact":13},"entry":"{@area 13|0ca|x}"},"1 {@creature druid} and {@dice 2d6} {@creature Twig Blight||twig blights}"],[{"type":"cell","roll":{"exact":14},"entry":"{@area 14|0d6|x}"},"{@dice 2d4} {@creature Needle Blight||needle blights}"],[{"type":"cell","roll":{"exact":15},"entry":"{@area 15|0ec|x}"},"{@dice 1d6} {@creature Werewolf||werewolves} in wolf form"],[{"type":"cell","roll":{"exact":16},"entry":"{@area 16|0f6|x}"},"{@dice 3d6} {@creature Zombie||zombies}"],[{"type":"cell","roll":{"exact":17},"entry":"{@area 17|0da|x}"},"{@dice 1d6} {@creature Scarecrow||scarecrows}"],[{"type":"cell","roll":{"exact":18},"entry":"{@area 18|0de|x}"},"{@dice 1d8} {@creature Strahd Zombie|CoS|Strahd zombies} (see {@adventure appendix D|CoS|21})"],[{"type":"cell","roll":{"exact":19},"entry":"{@area 19|0f1|x}"},"1 {@creature will-o'-wisp}"],[{"type":"cell","roll":{"exact":20},"entry":"{@area 20|0d8|x}"},"1 {@creature revenant}"]]},"Use the descriptions that follow to help run each random encounter. The table entries are presented in alphabetical order.",{"type":"entries","name":"Barovian Commoners","page":29,"id":"0be","entries":[{"type":"insetReadaloud","id":"0bf","entries":["The sound of snapping twigs draws your attention to several dark shapes in the fog. They carry torches and pitchforks."]},"If the characters are moving quietly and not carrying light sources, they can try to hide from these Barovians, who carry pitchforks (+2 to hit) instead of clubs, dealing 3 ({@dice 1d6}) piercing damage on a hit.","{@creature Barovian Commoner|CoS|Barovian commoners} rarely leave their settlements. This group might be a family looking for a safer place to live, or an angry mob searching for the characters or heading toward Castle Ravenloft to confront Strahd."]},{"type":"entries","name":"Barovian Scouts","page":29,"id":"0c0","entries":["If at least one character has a passive Wisdom ({@skill Perception}) score of 16 or higher, read:",{"type":"insetReadaloud","id":"0c1","entries":["You see a dark figure crouched low and perfectly still, aiming a crossbow in your direction."]},"If more than one scout is present, the others are spread out over a 100-foot-square area.","These {@creature Scout||scouts} are Barovian hunters or trappers searching for a missing villager or townsperson. Once they realize the characters aren't out to kill them, they lower their weapons and request help in finding their missing person. If the characters decline, the scouts point them in the direction of the nearest settlement and depart without so much as a farewell. They wield light crossbows (+4 to hit, range 80/320 ft.) instead of longbows, dealing 6 ({@dice 1d8 + 2}) piercing damage on a hit.",{"type":"inset","name":"Strahd's Spies","page":29,"id":"0c2","entries":["As the undisputed master of Barovia, Strahd has many spies, from swarms of bats to wandering Vistani, who report to him at dawn and dusk each day. These agents constantly patrol the land of Barovia and report everything they see to him.","Every day and night that the characters remain in Barovia, one or more of the vampire's spies check on them and attempt to return to Strahd with a report. When a spy appears, characters who have a passive Wisdom ({@skill Perception}) score equal to or greater than the spy's Dexterity ({@skill Stealth}) check notice it. A spy does not constitute an encounter if the characters are unaware of its presence. If they do notice it, the spy's goal is usually escape, not combat. A secondary goal for a spy might be to acquire some physical object—a possession, an article of clothing, or even some part of a character's body such as a lock of hair—that Strahd can use to improve the efficacy of his {@spell scrying} spell. If one of Strahd's spies is confronted by the party, the spy attempts to grab some accessible item from a character before fleeing. If Strahd acquires such an item, he uses his {@spell scrying} spell to learn as much as he can about the party before planning his next attack, and to verify what his spies have already told him."]}]},{"type":"entries","name":"Berserkers","page":29,"id":"0c3","entries":["These wild mountain folk are covered head to toe in thick gray mud, which makes them hard to see in the fog and well hidden in the mountains they call home. While so camouflaged, they have advantage on Dexterity ({@skill Stealth}) checks made to hide. Characters whose passive Wisdom ({@skill Perception}) scores are higher than the berserker's Dexterity ({@skill Stealth}) check can spot the nearest {@creature berserker}.","If someone spots the berserker, read:",{"type":"insetReadaloud","id":"0c4","entries":["You startle a wild-looking figure caked in gray mud and clutching a crude stone axe. Whether it's a man or a woman, you can't tell."]},"The berserkers shun civilized folk. They try to remain hidden and withdraw if they are spotted, attacking only if trapped or threatened."]},{"type":"entries","name":"Corpse","page":30,"id":"0c5","entries":["This encounter occurs only if the characters are traveling; otherwise, treat the result as no encounter.",{"type":"insetReadaloud","id":"0c6","entries":["You find a corpse."]},"Roll a {@dice d6} to determine the nature of the corpse:",{"type":"inset","id":"0c7","entries":[{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"1–2","entry":"The corpse belonged to a wolf killed by spears and crossbow bolts."},{"type":"item","name":"3–5","entry":"The corpse belongs to a Barovian man, woman, or child who was clearly torn to pieces by dire wolves. If the party is accompanied by Barovian scouts ({@area see above|0c0|x}), the scouts recognize the corpse as the person they were searching for."},{"type":"item","name":"6","entry":"The corpse looks like one of the characters (determined randomly) but has been stripped of armor, weapons, and valuables. If moved, its flesh melts away until only the skeleton remains."}]}]}]},{"type":"entries","name":"Dire Wolves","page":30,"id":"0c8","entries":[{"type":"insetReadaloud","id":"0c9","entries":["A snarling wolf the size of a grizzly bear steps out of the fog."]},"The area is lightly obscured by fog. If more than one dire wolf is present, the others aren't far behind and can be seen as dark shadows in the fog. The {@creature Dire Wolf||dire wolves} of Barovia are cruel, overgrown wolves and Strahd's loyal servants. They can't be {@condition charmed} or {@condition frightened}."]},{"type":"entries","name":"Druid and Twig Blights","page":30,"id":"0ca","entries":[{"type":"insetReadaloud","id":"0cb","entries":["A gaunt figure with wild hair and bare feet bounds toward you on all fours, wearing a tattered gown of stitched animal skins. You can't tell whether it's a man or a woman. It stops, sniffs the air, and laughs like a lunatic. The ground nearby is crawling with tiny twig monsters."]},"The Barovian wilderness is home to {@creature Druid||druids} who worship Strahd because of his ability to control the weather and the beasts of Barovia. The druids are savage and violent, and each controls a host of {@creature Twig Blight||twig blights}, which fights until destroyed. If all the twig blights are destroyed or the druid loses more than half of its hit points, the druid flees, heading toward Yester Hill ({@area area Y|139|x})."]},{"type":"entries","name":"False Trail","page":30,"id":"0cc","entries":["This encounter occurs only if the characters are traveling; otherwise, treat the result as no encounter.",{"type":"insetReadaloud","id":"0cd","entries":["You discover a foot trail that cuts through the wilderness."]},"Evil druids left this trail. Following it in either direction leads to a spiked pit (see \"{@book Sample Traps|DMG|5|Sample Traps}\" in chapter 5 of the {@book Dungeon Master's Guide|DMG}). A thin tarp made of twigs and pine needles conceals the pit, the bottom of which is lined with sharpened wooden stakes."]},{"type":"entries","name":"Ghost","page":30,"id":"0ce","entries":[{"type":"insetReadaloud","id":"0cf","entries":["A baleful apparition appears before you, its hollow eyes dark with anger."]},"Many ghosts haunt this land. This particular ghost is all that remains of a person drained of life by Strahd (decide whether it's a man or a woman). It appears and hisses, \"No one will ever know you died here.\" It then attacks. If the {@creature ghost} succeeds in possessing a character, it leads its host to the gates of Ravenloft {@area (area J)|11d|x} and hurls the host's body into the chasm."]},{"type":"entries","name":"Grave","page":30,"id":"0d0","entries":["This encounter occurs only if the characters are traveling; otherwise, treat the result as no encounter.",{"type":"insetReadaloud","id":"0d1","entries":["You stumble upon an old grave."]},"There is a {@chance 25|25 percent} chance that the grave is intact, appearing as an elongated earthen mound or a rocky cairn. Characters who dig up the grave find the skeletal remains of a human clad in rusted chain mail (a soldier). Among the bones lie corroded weapons.","If the grave isn't intact, it has been violated. The characters find a shallow, mud-filled hole with dirt or rocks strewn around it and a few scattered bones within."]},{"type":"entries","name":"Hidden Bundle","page":30,"id":"0d2","entries":["This encounter occurs only if the characters are traveling; otherwise, treat the result as no encounter.","The characters find a leather-wrapped bundle hidden in the underbrush, stuffed inside a hollow log, or nestled in the boughs of a tree. If they open the bundle, read:",{"type":"insetReadaloud","id":"0d3","entries":["The bundle contains one set of common clothes sized for a human adult."]},"The {@item Common Clothes|PHB|clothes} have a drab Barovian style to them. They belong to a wereraven or werewolf."]},{"type":"entries","name":"Hunting Trap","page":30,"id":"0d4","entries":["This encounter occurs only if the characters are traveling; otherwise, treat the result as no encounter.","Have each of the characters in the front rank of the party's marching order make a DC 15 Wisdom ({@skill Survival}) check. If one or more of them succeeds, read:",{"type":"insetReadaloud","id":"0d5","entries":["You spot a wolf trap, its steel jaws caked with rust. Someone has carefully hidden the trap under a thin layer of pine needles and detritus."]},"Barovian hunters and trappers set these traps hoping to thin out the wolf population, but Strahd's wolves are too clever to be caught in them. If none of the characters in the front rank spots the hidden trap, one random party member steps on it. Rules for the {@item hunting trap|PHB} are presented in chapter 5, \"{@book Equipment|PHB|5},\" of the {@book Player's Handbook|PHB}."]},{"type":"entries","name":"Needle Blights","page":31,"id":"0d6","entries":[{"type":"insetReadaloud","id":"0d7","entries":["Hunched figures lurch through the mist, their gaunt bodies covered in needles."]},"The woods crawl with {@creature Needle Blight||needle blights} that serve the evil druids of Barovia. If the characters are moving quietly and not carrying light sources, they can try to hide from these blights."]},{"type":"entries","name":"Revenant","page":31,"id":"0d8","entries":[{"type":"insetReadaloud","id":"0d9","entries":["A figure walks alone with the stride and bearing of one who knows no fear. Clad in rusty armor, it clutches a gleaming longsword in its pale hand and looks ready for a fight."]},"From a distance, the {@creature revenant} looks like a zombie and might be mistaken for such. A character within 30 feet of the revenant who succeeds on a DC 10 Wisdom ({@skill Insight}) check can see the intelligence and hate in its sunken eyes. The revenant is clad in tattered chain mail that affords the same protection as leather armor.","The revenant was a {@creature knight of the Order|CoS} of the Silver Dragon, which was annihilated defending the valley against Strahd's armies more than four centuries ago. The revenant no longer remembers its name and wanders the land in search of Strahd's wolves and other minions, slaying them on sight. If the characters attack it, the revenant assumes they are in league with Strahd and fights them until destroyed.","As an action, the revenant can attack twice with its longsword, wielding the weapon with both hands and dealing 15 ({@dice 2d10 + 4}) slashing damage on each hit.","If the characters present themselves as enemies of Strahd, the revenant urges them to travel to Argynvostholt ({@adventure chapter 7|CoS|8}) and convince {@creature Vladimir Horngaard|CoS}, the leader of the Order of the Silver Dragon, to help them. The revenant would like nothing more than to kill Strahd, but it will not venture to Castle Ravenloft unless it receives orders to do so from Vladimir. If the characters ask the revenant to lead them to Horngaard in Argynvostholt, it does so while avoiding contact with Barovian settlements."]},{"type":"entries","name":"Scarecrows","page":31,"id":"0da","entries":["If at least one character has a passive Wisdom ({@skill Perception}) score of 11 or higher, read:",{"type":"insetReadaloud","id":"0db","entries":["A scarecrow lurches into view. Its sackcloth eyes and rictus are ripe with malevolence, and its gut is stuffed with dead ravens. It has long, rusted knives for claws."]},"If more than one {@creature scarecrow} is present, the others are close by. If none of the characters has a passive Wisdom ({@skill Perception}) score of 11 or higher, the scarecrows catch the party by surprise.","{@creature Baba Lysaga|CoS} (see {@adventure chapter 10|CoS|11}, {@area area U3|55c|x}) crafted these scarecrows to hunt down and kill ravens and wereravens. The scarecrows are imbued with evil spirits and delight in murdering anyone they encounter."]},{"type":"entries","name":"Skeletal Rider","page":31,"id":"0dc","entries":[{"type":"insetReadaloud","id":"0dd","entries":["Through the mist comes a skeletal warhorse and rider, both clad in ruined chainmail. The skeletal rider holds up a rusted lantern that sheds no light."]},"The human {@creature skeleton} and {@creature warhorse skeleton} are all that remain of a rider and mount, both of whom perished trying to escape through the fog that surrounds Barovia. They are doomed to ride through the valley in search of another way out, without hope of salvation. The skeletons ignore the characters unless attacked.","If both the rider and its mount are destroyed, this encounter can't occur again. The destruction of one skeleton doesn't prevent future encounters with the other."]},{"type":"entries","name":"Strahd Zombies","page":31,"id":"0de","entries":[{"type":"insetReadaloud","id":"0df","entries":["Not even the cloying fog can hide the stench of death that descends upon you. Something evil approaches, its footsteps betrayed by snapping twigs."]},"If the characters are moving quietly and not carrying light sources, they can try to hide from the {@creature Strahd Zombie|CoS|Strahd zombies}. These undead soldiers once served as guards in Castle Ravenloft. They fled the castle after Strahd became a vampire but couldn't avoid their master's wrath. They still wear bits of tattered livery, and they attack the living on sight."]},{"type":"entries","name":"Swarms of Bats","page":32,"id":"0e0","entries":[{"type":"insetReadaloud","id":"0e1","entries":["The stillness of the night is shattered by the shriek of bats and the flapping of tiny black wings."]},"These {@creature Swarm of Bats||bats} are the servants of Strahd. They attack the characters without provocation."]},{"type":"entries","name":"Swarms of Ravens","page":32,"id":"0e2","entries":[{"type":"insetReadaloud","id":"0e3","entries":["Your presence in this dreary land has not gone unnoticed. A raven follows you for several minutes while keeping a respectful distance."]},"The raven doesn't caw or try to communicate with the characters. If they leave it alone, read:",{"type":"insetReadaloud","id":"0e4","entries":["More ravens begin to take an interest in you. Before long, their numbers swell, and soon hundreds of them are watching you."]},"The ravens fly away if attacked. If they are left alone, they watch over the party, remaining with the characters until they reach Castle Ravenloft or a settlement. If the characters have a random encounter with hostile creatures, the {@creature Swarm of Ravens||raven swarms} aid the characters by attacking and distracting their enemies."]},{"type":"entries","name":"Trinket","page":32,"id":"0e5","entries":[{"type":"insetReadaloud","id":"0e6","entries":["You find something on the ground."]},"A random character finds a lost trinket. Roll on the {@item Trinket|CoS|Trinkets table} in {@adventure appendix A|CoS|18}, select a specific trinket from the table, or create one on the fly."]},{"type":"entries","name":"Vistani Bandits","page":32,"id":"0e7","entries":[{"type":"insetReadaloud","id":"0e8","entries":["You catch a whiff of pipe smoke in the cold air and hear laughter through the fog."]},"These Vistani {@creature Vistana Bandit|cos|servants of Strahd} march through the Barovian wilderness, laughing and telling ghost stories. They are searching for graves to plunder or hunting small game. For a price of 100 gp, they offer to serve as guides. As long as these Vistani are with the party, roll a {@dice d12} instead of a {@dice d12 + d8} when determining random encounters in the wilderness. In addition, wolves and dire wolves don't threaten the characters as long as the Vistani are traveling with them and aren't their prisoners.",{"type":"entries","name":"Treasure","page":32,"id":"0e9","entries":["One Vistani bandit carries a pouch that holds {@dice 2d4} small gemstones (worth 50 gp each)."]}]},{"type":"entries","name":"Wereraven","page":32,"id":"0ea","entries":["This {@creature wereraven|VRGR} in raven form watches the characters from a distance. Compare its Dexterity ({@skill Stealth}) check result to the characters' passive Wisdom ({@skill Perception}) scores to see whether it remains hidden from the party.","If one or more characters spot the creature, read:",{"type":"insetReadaloud","id":"0eb","entries":["Through the mist, you see a black bird circling overhead. When it feels your eyes upon it, the raven flies away, but it's back before long, keeping its distance."]},"The wereraven belongs to a secret order called the Keepers of the Feather. If the characters don't spot it, the wereraven shadows them for {@dice 1d4} hours. At the end of that time, or anytime sooner if the characters attack it, the creature flies home to report what it has seen.","If the party has a second random encounter with a wereraven, this one presents itself to the characters as an ally and requests that they travel to the {@area Blue Water Inn|333|x} in Vallaki to meet \"some new friends.\" It then flies off in the direction of the town."]},{"type":"entries","name":"Werewolves","page":32,"id":"0ec","entries":["If the werewolves are in human form, read:",{"type":"insetReadaloud","id":"0ed","entries":["A deep voice calls out, \"Who goes there?\" Through the chill mist you see a large man in drab clothing wearing a tattered gray cloak. He has shaggy, black hair and thick muttonchops. He leans heavily on a spear and has a small bundle of animal pelts slung over his shoulder."]},"If the werewolves are in wolf form, read:",{"type":"insetReadaloud","id":"0ee","entries":["You hear the howl of a wolf some distance away."]},"How the {@creature Werewolf||werewolves} act depends on the form they have taken.",{"type":"entries","name":"Human Form","page":32,"id":"0ef","entries":["Werewolves in human form pretend to be trappers. If more than one is present, the others are within whistling distance.","They try to befriend the characters to see if they are carrying silvered weapons. If the characters appear to have no such weapons, the werewolves assume hybrid form and attack. Otherwise, they part company with the characters and leave well enough alone."]},{"type":"entries","name":"Wolf Form","page":32,"id":"0f0","entries":["Werewolves in wolf form follow the party from a safe distance for several hours. If their Dexterity ({@skill Stealth}) checks exceed the characters' passive Wisdom ({@skill Perception}) scores, the werewolves attack with surprise when the characters decide to take a short or long rest. Otherwise, they wait until the characters are weakened by another random encounter before moving in for the easy kill.","The werewolves' lair is a cave complex that overlooks Lake Baratok ({@area area Z|13a|x}). If you used the \"{@area Werewolves in the Mist|08b|x}\" adventure hook to lure the characters to Barovia, captured werewolves can be forced to divulge the location of their den, where they keep their prisoners."]}]},{"type":"entries","name":"Will-o'-Wisp","page":33,"id":"0f1","entries":["This random encounter occurs only once. If it comes up again, treat the result as no encounter.",{"type":"insetReadaloud","id":"0f2","entries":["Several hundred yards away, through the fog, you see a flickering torchlight."]},"If the characters follow the flickering light, read:",{"type":"insetReadaloud","id":"0f3","entries":["The torchlight flutters as it moves away from you, but you never lose sight of it. You make your way quickly yet cautiously through the fog until you come upon the shell of a ruined tower. The upper floors of the structure have collapsed, leaving heaps of rubble and shattered timber around the tower's base. The feeble light moves through an open doorway on the ground floor, then flickers and goes out."]},"The light is a {@creature will-o'-wisp} that enters the ruined tower and becomes {@condition invisible}, hoping to lure the characters inside to their doom.","The floor of the tower is made of packed earth. Its interior is {@hazard desecrated ground} (see \"{@book Wilderness Hazards|DMG|5|Wilderness Hazards}\" in chapter 5 of the {@book Dungeon Master's Guide|DMG}). Against the inside wall of the tower, across from the open doorway, is a closed, empty wooden chest.","If the characters disturb the chest, {@dice 3d6} {@creature Zombie||zombies} erupt from the earthen floor and attack. Once the zombies appear, the will-o'-wisp becomes visible and joins the fray."]},{"type":"entries","name":"Wolves","page":33,"id":"0f4","entries":[{"type":"insetReadaloud","id":"0f5","entries":["This land is home to many wolves, their howls at the moment too close for comfort."]},"Characters have a few minutes to steel themselves before these {@creature Wolf||wolves} attack. They heed the will of Strahd and can't be {@condition charmed} or {@condition frightened}."]},{"type":"entries","name":"Zombies","page":33,"id":"0f6","entries":[{"type":"insetReadaloud","id":"0f7","entries":["The ungodly stench of rotting flesh hangs in the air. Up ahead, the walking, moaning corpses of dead men and women lumber about."]},"These unfortunate Barovians fell prey to the evils of the land and now shamble from place to place as a {@creature Zombie||ravenous mob}."]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":-1}" href="https://5e.tools/adventure.html#cos,3,random%20encounters,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">encontro aleatório</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> uma vez para cada quilômetro percorrido. A carroça também é vigiada por dois </span></span><a data-vet-hash="swarm%20of%20ravens_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#swarm%20of%20ravens_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">enxames de corvos</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> que descem para atacar qualquer coisa que ameace a carroça ou os personagens.</span></span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="35" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Desenvolvimento</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p180</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os
personagens podem trocar os seis barris de vinho por um tesouro muito
necessário na posse dos Guardiões da Pena ou dos Vistani (veja o </span></span><span style="font-size: medium;"><a href="https://5e.tools/adventure.html#CoS,6"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 5</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><a data-vet-entry="{"type":"entries","name":"N2q. Secret Attic","page":103,"id":"35a","entries":[{"type":"insetReadaloud","id":"35b","entries":["This ten-foot-wide, thirty-five-foot-long attic has a ceiling that slants down toward the west, dropping from a height of eight feet to a height of five feet. Four straw nestscover the floor, and a locked iron strongbox sits against the north wall. A small square opening in the south wall leads outside. Two trapdoors with iron hinges are set into the floor."]},"The Martikovs sleep here at night in hybrid form. The opening in the south wall is just big enough for a raven or other Tiny creature to pass through. The wereravens can use this opening as an escape route.","The strongbox is described in \"Treasure\" below.","Two trapdoors, clearly visible on the floor, can be pulled open to reveal the bedchambers ({@area areas N2o|356|x} and {@area N2p|358|x}) that lie directly beneath them.",{"type":"entries","name":"Treasure","page":103,"id":"35c","entries":["Urwin carries the key to the locked iron strongbox. The lock can be picked with thieves' tools and a successful DC 20 Dexterity check. The box contains a sack of 150 ep (each coin bearing the profiled visage of {@creature Strahd von Zarovich|CoS}), six pieces of jewelry (worth 250 gp each), and three {@item Potion of Healing||potions of healing}."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":1}" href="https://5e.tools/adventure.html#cos,6,n2q.%20secret%20attic,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">áreas N2q</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e </span></span><a data-vet-entry="{"type":"entries","name":"N9i. Vistani Treasure Wagon","page":123,"id":"402","entries":[{"type":"insetReadaloud","id":"403","entries":["Two iron padlocks secure the door of this barrel-topped wagon."]},"The Vistani keep all their treasure in this wagon. The door to the wagon has two locks, each of which requires a different key. {@creature Luvash|CoS} carries one key, {@creature Arrigal|CoS} the other. Each lock is rigged with a poison needle trap (see \"{@book Sample Traps|DMG|5|Sample Traps}\" in chapter 5, \"Adventure Environments,\" of the {@book Dungeon Master's Guide|DMG}).",{"type":"entries","name":"Treasure","page":123,"id":"404","entries":["The wagon contains the following items:",{"type":"list","items":["A wooden chest containing 1,200 ep (each coin stamped with the profiled visage of Strahd)","An iron chest containing 650 gp","An onyx jewelry box with gold filigree (worth 250 gp) containing six pieces of cheap jewelry (worth 50 gp each) and a {@item potion of poison} in an unlabeled crystal vial (worth 100 gp)","A wooden throne with gold inlay and decorative stones (worth 750 gp)","A rolled-up 10-foot-square rug with an exquisite unicorn motif (worth 750 gp)","A small wooden box containing twelve fake potions in stoppered gourds (the Vistani sell these nonmagical elixirs to naive strangers, claiming that they protect against the deadly fog surrounding Barovia)"]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":1}" href="https://5e.tools/adventure.html#cos,6,n9i.%20vistani%20treasure%20wagon,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">N9i</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ), ou podem usá-lo para comprar sua entrada nas muralhas. aldeia de Krezk ( </span></span><a href="https://5e.tools/adventure.html#CoS,9"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 8</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="36" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Ataques Wintersplinter</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link "><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p180</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se os personagens deixarem a vinícola e retornarem mais tarde, antes de lidar com Wintersplinter (veja a seção “ </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Druids' Ritual","page":200,"id":"685","entries":["You can allow this event to unfold regardless of whether the characters have visited Yester Hill. Even if the characters don't experience this event as it happens, they can still deal with the aftermath (see \"{@area Wintersplinter Attacks|5cb|x}\" in the \"Special Events\" section in {@adventure chapter 12|CoS|13}).","{@creature Strahd von Zarovich|CoS|Strahd} travels to Yester Hill, arriving astride his {@creature nightmare}, {@creature Beucephalus|CoS} (assuming the characters didn't kill it in the catacombs of Castle Ravenloft), or in bat form.","Strahd's arrival prompts the druids in {@area area Y3|679|x} to rise from their \"graves\" and begin their ritual. When the ritual begins, the druids use their actions to chant and dance about. To complete the ritual, the druids must chant for 10 consecutive rounds, with at least one of them chanting each round. If a round goes by and none of the druids are able to chant on their turn, the ritual is ruined and must be started anew. If the Gulthias tree ({@area area Y4|67e|x}) has been reduced to 0 hit points, the ritual won't work. Druids who realize that the tree has been destroyed know enough not to attempt the ritual.","Strahd observes the proceedings, defending the druids if they are attacked and retreating if outmatched.",{"type":"entries","name":"Development","page":200,"id":"686","entries":["If the characters are present when the druids complete the ritual, read:",{"type":"insetReadaloud","id":"687","entries":["A thirty-foot-tall plant creature bursts out of the statue, sending twigs and earth flying. The creature resembles a dead treant with green light seeping out of it."]},"The creature that erupts from the wooden statue is a {@creature tree blight|CoS} (see {@area appendix D|76b|x}) that the druids call Wintersplinter. The green light comes from the magic gem embedded in its \"heart.\" The gem can be removed only when Wintersplinter is dead.","The druids command Wintersplinter to travel north and lay waste to the Wizard of Wines vineyard ({@area chapter 12|590|x}). Although the characters might not understand what the druids are up to, they will no doubt wonder where the druids are sending the tree blight. As Wintersplinter travels north, its destination should become clear to characters who have previously visited the winery and the vineyard. Whether they try to halt its advance is up to them.","Once the tree blight departs, Strahd commands the druids and berserkers to leave the hill so that he can be alone. As they flee into the woods, he gazes longingly at the image of his ancestral homeland to the west (see {@area area Y5|682|x})."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,15,druids'%20ritual,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Ritual dos Druidas</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ” no capítulo 14), a enorme </span></span><a data-vet-hash="tree%20blight_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#tree%20blight_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">praga da árvore</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (veja </span></span><a data-vet-entry="{"type":"entries","name":"Blight, Tree","page":230,"id":"76b","entries":["Blights (as described in the {@book Monster Manual|MM}) are evil, ambulatory plant creatures, and a tree blight is a particularly enormous variety. It looks like a dead tree or treant, 30 feet tall, with spongy wooden flesh, thorny branches, and rubbery roots that trail behind it. It has blood for sap and is so saturated with blood that it doesn't catch fire easily.",{"type":"entries","id":"76c","entries":[{"type":"entries","name":"Vicious Carnivore","page":230,"id":"76d","entries":["A tree blight feeds on warm-blooded prey and takes perverse delight in causing carnage. It strikes with its heavy branches and crushes prey to death with its roots. It can open its gaping, tooth-filled mouth and bite a creature caught in its roots. The roots of a tree blight can be severed, though cutting them causes the blight no harm."]},{"type":"entries","name":"Blight Animosity","page":230,"id":"76e","entries":["A {@creature tree blight|CoS} will often fight alongside other kinds of blights, but it hates other tree blights and will attack them given the chance. Tree blights also hate treants, and the feeling is mutual."]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,21,blight%2c%20tree,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o apêndice D</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) é enviada de Yester Hill para devastar o vinhedo e destruir a vinícola.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os
personagens chegam e encontram as videiras pisoteadas e a vinícola em
ruínas. As pegadas de Wintersplinter são claramente visíveis na trilha
ao sul. Os personagens que seguem os rastros alcançam Wintersplinter
enquanto a praga retorna lentamente para Yester Hill.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os Martikov escapam por pouco da carnificina e fogem para o Blue Water Inn em Vallaki ( </span></span><span style="font-size: medium;"><a href="https://5e.tools/adventure.html#CoS,6"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 5</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><a data-vet-entry="{"type":"entries","name":"N2. Blue Water Inn","page":98,"id":"333","entries":[{"type":"insetReadaloud","id":"334","entries":["Gray smoke issues from the chimney of this large, two-story wooden building with a stone foundation and sagging tile roof, upon which several ravens have perched. A painted wooden sign hanging above the main entrance depicts a blue waterfall."]},"The Blue Water Inn is Vallaki's main gathering place for locals, especially at night. The innkeeper, {@creature Urwin Martikov|CoS}, considers the inn a sanctuary from the evils of this land. In the event of trouble, the windows and doors can all be barred shut from within.","A bed for the night costs 1 ep. Characters looking for something to eat are fed hot beet soup and fresh bread at no additional charge. A cooked wolf steak costs 1 ep.","The inn offers a pint of Purple Grapemash No. 3 wine for 3 cp, or a pint of the superior Red Dragon Crush wine for 1 sp. Urwin is hurt if the characters complain about the wines, for his family makes them.","The inn's wine supply is almost depleted, and the latest delivery from the Wizard of Wines winery is overdue. If the characters claim to be adventurers, Urwin asks them if they would be so kind as to find out what's holding up the latest shipment, promising them free room and board if they return with the wine.",{"type":"gallery","images":[{"type":"image","href":{"type":"internal","path":"adventure/CoS/050-014.jpg"},"title":"Map 5.2: Blue Water Inn (Area N2)","width":2400,"height":3300,"mapRegions":[{"area":"35a","points":[[1016,349],[1016,864],[1159,864],[1159,349]]},{"area":"346","points":[[566,1458],[566,1914],[928,1914],[928,1458]]},{"area":"358","points":[[938,1317],[938,1605],[1157,1605],[1157,1317]]},{"area":"356","points":[[1017,1611],[1017,1830],[1160,1830],[1160,1611]]},{"area":"34b","points":[[1162,1904],[1162,1315],[1241,1315],[1241,1904]]},{"area":"353","points":[[1091,1911],[1091,2054],[1232,2054],[1232,1911]]},{"area":"351","points":[[1242,1910],[1242,2056],[1603,2056],[1603,1910]]},{"area":"34f","points":[[1609,1837],[1609,2059],[1832,2059],[1832,1837]]},{"area":"34f","points":[[1607,1609],[1607,1831],[1831,1831],[1831,1609]]},{"area":"34d","points":[[1530,1610],[1530,1904],[1601,1904],[1601,1610]]},{"area":"349","points":[[940,1614],[940,1907],[1154,1907],[1154,1836],[1011,1836],[1011,1614]]},{"area":"343","points":[[567,2500],[567,2943],[936,2943],[936,2500]]},{"area":"341","points":[[944,2355],[944,2574],[1234,2574],[1234,2355]]},{"area":"345","points":[[1014,2873],[1014,2727],[942,2727],[942,2873]]},{"area":"33f","points":[[941,2941],[1165,2941],[1165,2577],[1015,2577],[1015,2874],[941,2874]]},{"area":"33a","points":[[1237,2358],[1237,2580],[1167,2580],[1167,2940],[1314,2940],[1314,3018],[1461,3018],[1461,2944],[1529,2944],[1529,2874],[1604,2874],[1604,2730],[1525,2730],[1525,2358]]},{"area":"339","points":[[1538,2343],[1538,2653],[1697,2653],[1697,2343]]},{"area":"338","points":[[1643,2846],[1643,3063],[1805,3063],[1805,2846]]}],"imageType":"map","grid":{"type":"square","size":74,"offsetX":-18,"offsetY":-15},"id":"4ce","hrefThumbnail":{"type":"internal","path":"adventure/CoS/thumbnail/050-014.webp"}},{"type":"image","href":{"type":"internal","path":"adventure/CoS/051-cos501.jpg"},"title":"Player Version","width":2400,"height":3300,"imageType":"mapPlayer","grid":{"type":"square","size":74,"offsetX":-18,"offsetY":-15},"mapParent":{"id":"4ce"}}]},{"type":"entries","name":"Keepers of the Feather","page":98,"id":"335","entries":["{@creature Urwin Martikov|CoS} (LG male human) is a {@creature wereraven|VRGR} (see {@area appendix D|7d5|x}) and a high-ranking member of the Keepers of the Feather, a secret society of wereravens that opposes Strahd. Urwin's wife and business partner, {@creature Danika Dorakova|CoS} (LG female human), is also a {@creature wereraven|VRGR}, as are their two sons, Brom and Bray. The boys have only 7 hit points each and, at ages eleven and nine, are too young to be effective combatants.","At any given time, another {@dice 1d4} {@creature Wereraven|VRGR|wereravens} (members of the Keepers of the Feather) are present at the inn, either perched on the rooftop in raven form or huddled inside in human form. These wereravens are loyal friends of the Martikovs and help protect the inn.","If the characters earn the trust of the wereravens in Vallaki, the Keepers of the Feather will watch their backs. The next time the characters get themselves in serious trouble, you can have a group of {@dice 1d4} {@creature Wereraven|VRGR|wereravens} show up to rescue or otherwise help them."]},{"type":"entries","name":"Fortunes of Ravenloft","page":98,"id":"336","entries":["If your card reading reveals that a treasure is hidden at the inn, the Keepers of the Feather don't reveal where the treasure is until they know the characters are capable of protecting it. As a way of testing their abilities, Urwin gives the characters the following quest:",{"type":"insetReadaloud","id":"337","entries":["Urwin takes you aside and keeps his voice low. \"My supply of wine is nearly gone, and the next shipment is overdue. I'll give you what you seek if you bring me my wine. The vineyard and winery is a few miles west of here. Just follow the Old Svalich Road and the signs.\""]},"Urwin fails to mention that his cantankerous father, {@creature Davian Martikov|CoS}, owns the local winery and vineyard, the Wizard of Wines ({@adventure chapter 12|CoS|13}). There's bad blood between Urwin and his father (whom Urwin and Danika refer to as \"the old crow\"). Although Urwin could easily visit the winery himself, he considers dealing with his father to be a worthy test of the characters' competence, and he makes good on his promise if they complete the quest and return with his wine shipment.","Urwin sends a {@creature wereraven|VRGR} in raven form to observe the party's progress from a distance. If the characters get in trouble, the wereraven reports to Urwin at once."]},{"type":"entries","name":"N2a. Well","page":98,"id":"338","entries":["A 3-foot-high stone rim surrounds the mouth of this 40-foot-deep, moss-lined well. The inn draws fresh water from this well."]},{"type":"entries","name":"N2b. Outside Staircase","page":98,"id":"339","entries":["A wooden staircase hugs the outer wall of the inn and leads up to guest quarters on the upper floor ({@area areas N2l|34f|x} and {@area N2m|351|x}). The sturdy wooden door at the top of the stairs can be barred from the inside."]},{"type":"entries","name":"N2c. Taproom","page":100,"id":"33a","entries":[{"type":"insetReadaloud","id":"33b","entries":["Damp cloaks hang from pegs in the entrance portico. The tavern is packed with tables and chairs, with narrow paths meandering between them. A bar stretches along one wall, under a balcony that can be reached by a wooden staircase that hugs the north wall. Another balcony overhangs an entrance to the east. All the windows are fitted with thick shutters and crossbars. Lanterns hanging above the bar and resting on the tables bathe the room in dull orange light and cast shadows upon the walls, most of which are adorned with wolf heads mounted on wooden plaques."]},"The double doors leading into the taproom can be barred shut from within.","Mounted on braces and tucked into alcoves behind the bar are three wine barrels, each one three-quarters empty. Two of the barrels contain Purple Grapemash No. 3 (a cheap wine), and the third contains Red Dragon Crush (a fine wine). A brass spigot is hammered into each barrel.","Danika Martikov usually tends bar while her husband busies himself in the kitchen ({@area area N2e|341|x}). Their boys, Brom and Bray, scamper about and easily get underfoot.","Between dawn and noon, there are no patrons here, and the Martikovs are upstairs in their bedrooms ({@area areas N2o|356|x} and {@area N2p|358|x}) or in the attic ({@area area N2q|35a|x}).","From noon to dusk, the taproom holds {@dice 2d4} local patrons (male and female {@creature Commoner||commoners}). Between dusk and midnight, {@dice 2d8} Vallakians are here. In addition, one or more of the following people might be present during this time.",{"type":"entries","name":"Wolf Hunters","page":100,"id":"33c","entries":["{@creature Szoldar Szoldarovich|CoS} and {@creature Yevgeni Krushkin|CoS} (N male human {@creature Scout||scouts}) are local hunters who frequent the Blue Water Inn. They kill wolves and sell the meat for a living, and their work is dangerous and bloody. Both men are grim and have haunted looks in their eyes.","These two are dour fellows, but they seldom pass up an opportunity to earn coin. If the characters are looking for guides or information about the land of Barovia, Szoldar and Yevgeni can be of service. They aren't afraid to venture beyond Vallaki's walls during the day, and they know the woods and valley well. They're willing to serve as guides for 5 gp per day, or to provide directions to important landmarks in exchange for free drinks. They think it's foolish to travel \"this cursed realm\" at night and won't do so unless their payment is exorbitant (100 gp or more).","On rare occasions when he has something to say, Szoldar speaks brusquely, while Yevgeni usually parrots his friend in not so many words. Szoldar has a notch in his bow for every wolf he's killed, while Yevgeni adds a new swatch to his wolfskin cloak every time he makes a kill. Both men have families but spend most of their time together, either drowning their sorrows or hunting in the woods. Most of the wolf heads that adorn the tavern walls are the result of their handiwork.",{"type":"gallery","images":[{"type":"image","href":{"type":"internal","path":"adventure/CoS/052-cos05-05.webp"},"title":"{@creature Szoldar Szoldarovich|CoS}","width":697,"height":1000},{"type":"image","href":{"type":"internal","path":"adventure/CoS/053-cos05-06.webp"},"title":"{@creature Yevgeni Krushkin|CoS}","width":774,"height":1000}]}]},{"type":"entries","name":"Wachter Brothers","page":100,"id":"33d","entries":["Nikolai and Karl Wachter (N male human {@creature Noble||nobles}) are brothers of noble birth. They are brash drunkards always looking for trouble, though they are smart enough not to pick fights with well-armed strangers. Their mother, Fiona Wachter (see {@area area N4|39a|x}), is an influential figure in town, but her sons never talk about her. They'd rather listen to tales of the characters' harrowing adventures or hear about how the characters plan to free Vallaki from the burgomaster's madness."]},{"type":"entries","name":"Rictavio","page":100,"id":"33e","entries":["The lone guest of the Blue Water Inn at present is a colorfully dressed half-elf bard who goes by the name {@creature Rictavio|CoS}—a false identity adopted by the legendary vampire hunter Rudolph van Richten (see {@adventure appendix D|CoS|21|Rictavio}). He regales tavern patrons with stories so outrageous as to be hardly believable, yet he asserts they are true indeed. {@creature Rictavio|CoS} claims to be a carnival ringmaster from a distant land. He's been staying at the inn for almost a month, taking advantage of {@creature Urwin Martikov|CoS}'s generosity and good nature. When he arrived, he was accompanied by a monkey named {@creature Piccolo|CoS}. The monkey wasn't welcome at the inn, so {@creature Rictavio|CoS} gave it to the local toymaker (see {@area area N7|3df|x}).","{@creature Rictavio|CoS} admits to having no musical talent but manages to entertain locals nonetheless with his stories of faraway places. Twice each day, at dawn and again at dusk, he leaves the inn with a couple of apples and a cooked wolf steak wrapped in a handkerchief. He claims the food is for his portly friend, \"the destitute toymaker\" ({@area area N7|3df|x}) and his pet monkey. In fact, the apples are for his horse Drusilla ({@area area N2f|343|x}), and the steak is for his captured saber-toothed tiger ({@area area N5|3c9|x}).","During his stay at the inn, {@creature Rictavio|CoS} is quietly gathering information on the Keepers of the Feather, trying to figure out the identities of all the wereravens in town. He's also trying to learn as much as he can about the Vistani, particularly the ones living in the camp just outside town ({@area area N9|3e8|x}). Once he concludes that they are in league with Strahd, {@creature Rictavio|CoS} plans to unleash his trained saber-toothed tiger upon them, with or without the support of the wereravens.","{@creature Rictavio|CoS} wears a {@item hat of disguise} and a {@item ring of mind shielding} to conceal his identity. He carries an iron key that unlocks the door to his carnival wagon ({@area area N5|3c9|x})."]}]},{"type":"entries","name":"N2d. Wine Storage","page":101,"id":"33f","entries":[{"type":"insetReadaloud","id":"340","entries":["This hallway contains three curtained alcoves as well as a larger area stuffed with wine barrels."]},"The Martikovs store their wine here. Tucked behind red curtains are three alcoves, each one containing a half-emptied wine barrel lying on its side in a wooden brace. Twelve empty wine barrels are piled two high near the door to the kitchen ({@area area N2e|341|x}). All the barrels have the Wizard of Wines name burned into them.","Nine of the fifteen barrels, including two of the barrels in the curtained alcoves, have the following label burned into their sides, under the winery's name: Purple Grapemash No. 3. Six of the fifteen barrels, including one of the barrels in the curtained alcoves, have a different label: Red Dragon Crush.","The double doors that lead outside can be barred shut from within."]},{"type":"entries","name":"N2e. Kitchen","page":101,"id":"341","entries":[{"type":"insetReadaloud","id":"342","entries":["This room looks like the kitchen of someone who loves to cook. It has piles of pots, walls lined with utensils and shelves of ingredients, and all manner of pleasant odors. Two lanterns hang above a sturdy pine worktable in the middle of the clutter. A pot of soup bubbles on the hearth."]},"{@creature Urwin Martikov|CoS}, who prepares most of the meals, is found here throughout the day. He occasionally receives help from his two boys, but they are easily distracted. A cupboard against the east wall holds most of the inn's supply of cutlery and dishware, none of it valuable. A door in the west wall leads outside and is usually barred from the inside.","A secret door at the west end of the south wall can be pushed open to reveal a wooden staircase that leads up to {@area area N2i|349|x}."]},{"type":"entries","name":"N2f. Stable","page":101,"id":"343","entries":["The sliding wooden doors on the west wall of this room are held shut by an iron lock and chain. Urwin carries the key to the lock. The doors to the north and south can be barred shut from the inside but are usually unlocked.",{"type":"insetReadaloud","id":"344","entries":["You hear the squawking of birds and the plaintive whinny of a horse as you peer inside this stable. The stalls are clean and well maintained. One of them contains a gray mare. A small door is set into the east wall, and a wooden ladder gives access to a loft overhead. Perched on the wooden railing that encloses the loft are dozens of ravens."]},"Any character who has a horse can keep it here for 1 sp per night. The gray mare is a {@creature draft horse} named Drusilla, and she likes apples. The horse belongs to {@creature Rictavio|CoS} (see {@area area N2c|33a|x}).","The small door in the east wall can be pulled open to reveal {@area area N2g|345|x}. The loft is described in {@area area N2h|346|x}."]},{"type":"entries","name":"N2g. Storage","page":101,"id":"345","entries":["This small room lies under a wooden staircase ({@area area N2i|349|x}). Hanging from wooden pegs are saddles and barding to equip two horses. In an unlocked wooden chest are a dozen horseshoes, a wooden mallet, and a mound of horseshoe nails."]},{"type":"entries","name":"N2h. Ravens' Loft","page":101,"id":"346","entries":[{"type":"insetReadaloud","id":"347","entries":["Dim light spilling in through a pair of dirt-encrusted windows reveals piles of hay with pitchforks sticking out of them. Ravens rule this roost—you can see hundreds of them."]},"Characters who search the loft thoroughly find three pitchforks and a locked wooden chest buried under a pile of hay (see \"Treasure\" below), next to a secret door. If the characters tamper with the chest, the ravens gather into four {@creature Swarm of Ravens||swarms of ravens} and attack. If two swarms are killed, the others flee. Otherwise, they cease their attacks if the characters leave the chest alone. If the fighting continues for more than 3 rounds, {@creature Urwin Martikov|CoS} and two other wereravens hear the ruckus and investigate (in human form).","A secret door in the back of the loft can be pushed open to reveal a bedchamber ({@area area N2p|358|x}) beyond. No ability check is required to spot the secret door, because light in the room beyond slips through the door's cracks.",{"type":"entries","name":"Treasure","page":101,"id":"348","entries":["Inside the locked chest are 140 ep, 70 pp, two {@item Elixir of Health||elixirs of health}, three {@item Potion of Healing||potions of healing}, and a {@item Bag of Tricks, Gray||gray bag of tricks}. The coins are embossed with the profiled likeness of {@creature Strahd von Zarovich|CoS}."]}]},{"type":"entries","name":"N2i. Secret Stairs and Hall","page":101,"id":"349","entries":[{"type":"insetReadaloud","id":"34a","entries":["A wooden staircase to the north descends fifteen feet to a landing. A window dimly illuminates a short, wood-paneled hallway that runs west to east."]},"Guests aren't told about the inn's secret hallway. {@creature Rictavio|CoS} knows of its existence because he has heard the Martikov boys opening and closing the secret door closest to his room ({@area area N2n|353|x}).","At each end of this area is a secret door, each of which is easy to spot from inside the hallway (no ability check required). The northern secret door, at the bottom of the staircase, can be pulled open to reveal the kitchen ({@area area N2e|341|x}) beyond. The eastern secret door can be pulled open to reveal a balcony ({@area area N2j|34b|x}) that overlooks the taproom."]},{"type":"entries","name":"N2j. Great Balcony","page":102,"id":"34b","entries":[{"type":"insetReadaloud","id":"34c","entries":["A wooden balcony stretches the full length of the taproom, enclosed by a wooden railing carved with raven motifs. The taproom's many lanterns illuminate the rafters and cast ominous shadows on the peaked ceiling."]},"The balcony floor is 15 feet above the taproom floor.","A secret door at the south end of the western wall can be pushed open to reveal a wood-paneled hallway ({@area area N2i|349|x}) beyond."]},{"type":"entries","name":"N2k. Guest Balcony","page":102,"id":"34d","entries":[{"type":"insetReadaloud","id":"34e","entries":["This twenty-foot-long balcony provides a clear view of the bar and has a wooden railing carved with raven motifs. The taproom's many lanterns illuminate the rafters and cast ominous shadows on the peaked ceiling."]},"The balcony floor is 15 feet above the taproom floor."]},{"type":"entries","name":"N2l. Guest Rooms","page":102,"id":"34f","entries":["These two rooms have identical furnishings.",{"type":"insetReadaloud","id":"350","entries":["Two cozy beds with matching footlockers rest in the far corners of this fifteen-foot-square room. Wolf furs are heaped atop each bed. Between the beds, a lamp sits on a table under a shuttered window. Two tall black wardrobes stand against the wall by the door."]},"The door to this room can be locked from the inside, and each guest gets a key. Urwin and Danika carry spare keys. The footlockers and wardrobes are empty and are for the use of guests."]},{"type":"entries","name":"N2m. Guest Room","page":102,"id":"351","entries":[{"type":"insetReadaloud","id":"352","entries":["Four plain beds with straw mattresses line the north wall of this well-lit room. Each bed comes with a matching footlocker to store clothing and other belongings. A table and four chairs occupy the corner across from the door. An oil lamp resting on the table casts a bright yellow flame."]},"The door to this room can be locked from the inside, and each guest receives a key. Urwin and Danika carry spare keys. The footlockers are empty and are for the use of guests."]},{"type":"entries","name":"N2n. Private Guest Room","page":102,"id":"353","entries":["{@creature Rictavio|CoS} has a key to this room, which is locked at all times. Urwin and Danika carry spare keys. The door's lock can be picked, but discretion is called for because the door is in plain view of the taproom below.",{"type":"insetReadaloud","id":"354","entries":["This small guest room contains a bed heaped with wolf furs, a footlocker, a tall wardrobe, and a writing desk with matching chair. An oil lamp rests atop the desk near a journal bound in a red leather jacket."]},"{@creature Rictavio|CoS} sleeps here between midnight and dawn. At dawn, he leaves to check on his horse ({@area area N2f|343|x}) and his wagon ({@area area N5|3c9|x}), returning to the inn around noon. Between noon and dusk, there's a {@chance 40|40 percent} chance he is here; otherwise, he's in the taproom ({@area area N2c|33a|x}). At dusk, he leaves the inn to tend to his horse and his wagon again, then returns to his room to retire for the night.","{@creature Rictavio|CoS} is too clever to leave anything valuable or incriminating in his room. The footlocker and the wardrobe contain nothing but common clothes and travel wear.",{"type":"entries","name":"Rictavio's Journal","page":102,"id":"355","entries":["The journal on the desk is a bit of artifice that {@creature Rictavio|CoS} created to perpetuate the illusion that he is an entertainer in search of new acts for his traveling carnival. His writing makes frequent mention of conversations with Drusilla (which the journal fails to mention is the name of {@creature Rictavio|CoS}'s horse) and recounts many long and tedious journeys by wagon. {@creature Rictavio|CoS} has also written about various \"oddities\" he has seen in his travels, including the following:",{"type":"list","items":["A \"werehare\" child (a boy who transforms into a rabbit on nights of the full moon)","A half-orc woman named Gorabacha who could chew through iron chains","A giant, man-eating plant that had the most remarkable singing voice","A pair of conjoined goblins","A small man with no legs named Filmore Stunk, who could drink whole casks of wine without getting drunk"]}]}]},{"type":"entries","name":"N2o. Boys' Bedroom","page":102,"id":"356","entries":[{"type":"insetReadaloud","id":"357","entries":["A large, painted toy box rests between two small, cozy beds. Murals of ravens in flight are painted on the walls above the wood paneling."]},"Brom and Bray Martikova don't spend much time in this room. The toy box contains a pile of neglected toys, many of them etched with the slogan \"Is No Fun, Is No Blinsky!\" The toys include the following:",{"type":"list","items":["A miniature puppet theater with appropriately sized marionettes of a king, a queen, a prince, a princess, an executioner, a tax collector, a dunce, a vampire, and a vampire hunter","A garish toy Vistani wagon hitched to a wooden horse and filled with tiny wooden Vistani figures","A pair of painted wooden clown masks, one displaying a mean scowl and the other a frightened expression","A wooden top painted with images of scarecrows chasing children through the forest","A stuffed (real) bat on puppet strings"]},"A hidden trapdoor in the 8-foot-high ceiling opens into a secret attic ({@area area N2q|35a|x}).",{"type":"image","href":{"type":"internal","path":"adventure/CoS/054-cos05-07.webp"},"title":"The Martikov Family","width":1000,"height":705}]},{"type":"entries","name":"N2p. Master Bedroom","page":103,"id":"358","entries":[{"type":"insetReadaloud","id":"359","entries":["Matching end tables flank a large wood-framed bed with a red silk canopy. Across from the bed hangs a tapestry depicting a beautiful mountain valley. The other walls are dominated by a fireplace and a wardrobe."]},"Urwin and Danika retire to this room every night before heading to the attic ({@area area N2q|35a|x}) to sleep. This room is for appearances only and contains no valuables.","A secret door at the west end of the south wall can be pulled open to reveal the loft beyond ({@area area N2h|346|x}).","A hidden trapdoor in the 8-foot-high ceiling opens into a secret attic ({@area area N2q|35a|x})."]},{"type":"entries","name":"N2q. Secret Attic","page":103,"id":"35a","entries":[{"type":"insetReadaloud","id":"35b","entries":["This ten-foot-wide, thirty-five-foot-long attic has a ceiling that slants down toward the west, dropping from a height of eight feet to a height of five feet. Four straw nestscover the floor, and a locked iron strongbox sits against the north wall. A small square opening in the south wall leads outside. Two trapdoors with iron hinges are set into the floor."]},"The Martikovs sleep here at night in hybrid form. The opening in the south wall is just big enough for a raven or other Tiny creature to pass through. The wereravens can use this opening as an escape route.","The strongbox is described in \"Treasure\" below.","Two trapdoors, clearly visible on the floor, can be pulled open to reveal the bedchambers ({@area areas N2o|356|x} and {@area N2p|358|x}) that lie directly beneath them.",{"type":"entries","name":"Treasure","page":103,"id":"35c","entries":["Urwin carries the key to the locked iron strongbox. The lock can be picked with thieves' tools and a successful DC 20 Dexterity check. The box contains a sack of 150 ep (each coin bearing the profiled visage of {@creature Strahd von Zarovich|CoS}), six pieces of jewelry (worth 250 gp each), and three {@item Potion of Healing||potions of healing}."]}]},{"type":"entries","name":"Fortunes of Ravenloft","page":103,"id":"35d","entries":["If your card reading reveals that a treasure is here, it is in the iron strongbox."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,6,n2.%20blue%20water%20inn,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área N2</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ). </span></span><a data-vet-hash="davian%20martikov_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#davian%20martikov_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Davian Martikov</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
fica arrasado com a perda da vinícola, e o moral em Vallaki cai ao
nível mais baixo enquanto a notícia da destruição da vinícola se espalha
pela cidade.</span></span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="37" data-title-relative-index="1"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Desenvolvimento</span></span></span><span class="ve-flex-vh-center"> </span></span></h3></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Três dias após o ataque de Wintersplinter, </span></span><span style="font-size: medium;"><a data-vet-hash="baba%20lysaga_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#baba%20lysaga_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Baba Lysaga</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (ver </span></span><a href="https://5e.tools/adventure.html#CoS,11"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 10</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><a data-vet-entry="{"type":"entries","name":"U3. Baba Lysaga's Hut","page":163,"id":"55c","entries":[{"type":"insetReadaloud","id":"55d","entries":["Someone has built a ramshackle wooden hut on the stump of what was once an enormous tree. The rotting roots of the stump thrust up from the mire like the legs of a gigantic spider.","An open doorway is visible on one side of the hut, beneath which floats the upside-down, hollowed-out skull of a giant. Flanking the hut's doorway are two iron cages that dangle like hideous ornaments from the eaves. Scores of ravens are trapped in each one. They squawk and flutter their wings excitedly as you approach."]},{"type":"gallery","images":[{"type":"image","href":{"type":"internal","path":"adventure/CoS/101-cos10-02.jpg"},"title":"Map 10.2: {@creature Baba Lysaga|CoS}'s Creeping Hut","width":1000,"height":1000,"mapRegions":[{"area":"55c","points":[[375,440],[375,684],[618,684],[618,440]]}],"imageType":"map","grid":{"type":"square","size":80,"offsetX":-21,"offsetY":-37},"id":"6be","hrefThumbnail":{"type":"internal","path":"adventure/CoS/thumbnail/101-cos10-02.webp"}},{"type":"image","href":{"type":"internal","path":"adventure/CoS/102-cos1001.jpg"},"title":"Player Version","width":1125,"height":1125,"imageType":"mapPlayer","grid":{"type":"square","size":90,"offsetX":-23,"offsetY":-42},"mapParent":{"id":"6be","autoScale":true}}]},"{@creature Baba Lysaga|CoS} (see {@area appendix D|75d|x}) is inside her hut unless she has been drawn forth by activity elsewhere. The squawks of the birds are music to her ears, but the noise makes it impossible for her to hear anyone approaching. Only the howling of the skulls in {@area area U2|554|x} or sounds of combat nearby are loud enough to be heard over the squawking.","Inside each cage is a {@creature swarm of ravens} that fiercely attacks {@creature Baba Lysaga|CoS} and her {@creature Scarecrow||scarecrows} if released. Each cage is held shut by one of {@creature Baba Lysaga|CoS}'s {@spell arcane lock} spells, and opening it requires a {@spell knock} spell or a successful DC 20 Strength check. A character can also pick the lock with thieves' tools and a successful DC 20 Dexterity check.",{"type":"entries","name":"Giant Skull","page":163,"id":"55e","entries":["The upside-down skull that floats next to the hut is a hill giant's skull that {@creature Baba Lysaga|CoS} has hollowed out and transformed into a vehicle. It hovers in place until {@creature Baba Lysaga|CoS} commands it to fly, which she can do only while inside it. It has a flying speed of 40 feet. No one else can control the skull. A creature inside the skull has three-quarters cover against attacks made from outside the skull. The skull is big enough to hold one Medium creature. It has AC 15, 50 hit points, and immunity to poison and psychic damage."]},{"type":"entries","name":"Hut Interior","page":163,"id":"55f","entries":[{"type":"insetReadaloud","id":"560","entries":["The hut is fifteen feet on a side and packed with old furniture, including a wooden cot, a wicker cabinet, a slender wardrobe, a wooden table, a stool, a barrel-topped wooden chest reinforced with brass bands, and an iron tub stained with blood. In the middle of the room is a ghastly wooden crib with a small, angelic child sitting in it. All the furnishings except for the crib are bolted to the floor. Beneath the crib, green light seeps up through cracks between the rotting floorboards."]},"The child and the crib are illusions created by {@creature Baba Lysaga|CoS} using a {@spell programmed illusion} spell. {@creature Baba Lysaga|CoS} refers to the child as \"Strahd\" and created the illusion out of madness, because she considers herself a protective mother.","Beneath the hut's rotting floorboards is a 3-foot-deep cavity containing the magic, green-glowing gem that {@creature Baba Lysaga|CoS} took from the Wizard of the Wines winery. This gem animates the hut (see \"{@area The Creeping Hut|56d|x}\" in the \"Special Events\" section below). The floorboards can be ripped up or smashed with a successful DC 14 Strength check. Characters can also break through the floor by dealing 10 damage to it. The hut doesn't give up the gemstone easily, however (see \"{@area Baba Lysaga's Creeping Hut|753|x}\" in appendix D). If the gem is destroyed or removed from the cavity, the hut becomes {@condition incapacitated}.","{@creature Baba Lysaga|CoS} keeps soiled robes in the wardrobe and assorted spell components in the wicker cabinet. The tub is where she ritually bathes in blood to prevent aging (see \"{@area Gifts of Mother Night|75d|x}\" in the \"{@creature Baba Lysaga|CoS}\" section in {@area appendix D|75d|x}). If the characters approach the hut at an appropriate time without being noticed, they can see {@creature Baba Lysaga|CoS} bathing."]},{"type":"entries","name":"Treasure","page":163,"id":"561","entries":["The wooden chest in the hut is protected by a {@spell glyph of warding} that requires a successful DC 17 Intelligence ({@skill Investigation}) check to find. The glyph deals {@dice 5d8} thunder damage when triggered. Opening the lid releases four {@creature Crawling Claw||crawling claws} that fight until destroyed. Also contained in the chest are various items that {@creature Baba Lysaga|CoS} has taken from dead adventurers over the years:",{"type":"list","items":["1,300 gp","Five 500 gp gemstones","A vial containing {@item oil of sharpness}","Two {@item Spell Scroll||spell scrolls} ({@spell mass cure wounds} and {@spell revivify})","A pouch containing ten {@item +1 Sling Bullet||+1 sling bullets}","A set of {@item pipes of haunting}","A {@item Stone of Good Luck||stone of good luck (luckstone)}"]}]},{"type":"entries","name":"Fortunes of Ravenloft","page":163,"id":"562","entries":["If your card reading reveals that a treasure is here, it's in the chest with the other items."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,11,u3.%20baba%20lysaga's%20hut,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área U3</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) despacha os sete </span></span><a data-vet-hash="scarecrow_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#scarecrow_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">espantalhos</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
de Berez e ordena que eles tomem posições no vinhedo, para desencorajar
o retorno dos homens-corvo. Estes espantalhos atacam quem atravessa a
vinha ou se aproxima da adega em ruínas.</span></span></span></p><div class="" style="text-align: justify;"><div class="rd__wrp-image relative">
<span style="font-size: medium;"><a href="https://5e.tools/img/adventure/CoS/115-cos12-05.webp" rel="noopener noreferrer" target="_blank">
<img class="rd__image" height="463" src="https://5e.tools/img/adventure/CoS/115-cos12-05.webp" width="640" />
</a></span>
</div></div><table class="w-100 stats stats--book stats--book-large" id="pagecontent" style="margin-left: 0px; margin-right: 0px; text-align: left;"><tbody><tr><td colspan="6" style="padding-left: 9px; padding-right: 9px; padding-top: 6px;"><span style="font-size: medium;"><br /></span></td></tr><tr class="text"><td class="py-2 px-y" colspan="6"><div class="rd__b rd__b--0"><h1 class="rd__h rd__h--0" data-title-index="1" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><br /></span><span class="ve-flex-vh-center"> </span></span></h1></div><span style="font-size: medium;"><br /></span></td></tr></tbody></table><span style="font-size: medium;"><script src="moz-extension://bc13062b-f7c1-4af4-b79f-2ba1c15249cb/js/app.js" type="text/javascript"></script></span>Jfjuniorhttp://www.blogger.com/profile/06489839029081384326noreply@blogger.com0tag:blogger.com,1999:blog-1888798435178792165.post-51164062652998512122024-02-18T08:16:00.001-03:002024-02-20T18:07:28.376-03:00A maldição de Stranhd capitulo XI: a Torre de Van Richten<p style="text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5hcLPDZ4qsVw21TOf__-5oRXn-t7BSRT2_OHYKua-i_irqEGW-fazvag8Cb7ljr6usc-aHntS_MiK7Q-O9-aXNt6Q546FmiiBHHseGFR2m0uNFkdet1ueBwazJtcgsR1k2Nqa5ScvgjB3j4i4EWVALy2O7yOYoeIK39tJi9zP9KSEgygcLwpf23e7Ot4/s300/barovia.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="168" data-original-width="300" height="358" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5hcLPDZ4qsVw21TOf__-5oRXn-t7BSRT2_OHYKua-i_irqEGW-fazvag8Cb7ljr6usc-aHntS_MiK7Q-O9-aXNt6Q546FmiiBHHseGFR2m0uNFkdet1ueBwazJtcgsR1k2Nqa5ScvgjB3j4i4EWVALy2O7yOYoeIK39tJi9zP9KSEgygcLwpf23e7Ot4/w640-h358/barovia.jpeg" width="640" /></a></div><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;"> <br /></span></span><p></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;"></span></span></p><div class="separator" style="clear: both; text-align: center;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDl0PVnP3tkuq6-pfaWv8k-HsjzWqEmPvdc4aPkqBPv9Vw9l_iXeg-uQcX50aD6HI6UXT914bCePzXxdyCPwfUlIV_w8a_nepPWnbTtpqV4U160lKq9KuRMjIyAUzBhqpyM3H7XpiNfxGPapj8aouINqo6ueLj6d63boE3sXPN_VEQFXH9EsXzT6AkN78/s373/images.jpeg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="373" data-original-width="135" height="1128" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDl0PVnP3tkuq6-pfaWv8k-HsjzWqEmPvdc4aPkqBPv9Vw9l_iXeg-uQcX50aD6HI6UXT914bCePzXxdyCPwfUlIV_w8a_nepPWnbTtpqV4U160lKq9KuRMjIyAUzBhqpyM3H7XpiNfxGPapj8aouINqo6ueLj6d63boE3sXPN_VEQFXH9EsXzT6AkN78/w409-h1128/images.jpeg" width="409" /></a></span></span></div><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um
dos homens contratados por Strahd para construir o Castelo Ravenloft
era um arquimago chamado Khazan. Depois que seu trabalho no castelo foi
concluído, Khazan retirou-se para o vale Barovian e construiu uma torre
para si em uma pequena ilha no Lago Baratok. Com a ajuda de alguns
engenheiros e trabalhadores, ele também construiu uma ponte de terra e
cascalho que ligava a ilha à costa próxima.</span></span><p></p><div style="text-align: justify;"><div class="rd__wrp-image relative">
<span style="font-size: medium;"><a href="https://5e.tools/img/adventure/CoS/104-cos11-01.webp" rel="noopener noreferrer" target="_blank">
</a></span>
</div></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Em seus últimos anos, Khazan visitou o Templo de Âmbar ( </span></span><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 13</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
) e descobriu o segredo para se tornar um lich. Ele voltou para sua
torre e conseguiu completar a transformação. Alguns anos depois, depois
que Strahd se tornou um vampiro, Khazan fez uma visita ao Castelo
Ravenloft com a ideia de desafiar Strahd pelo governo da Baróvia. Em vez
disso, para surpresa de Khazan, Strahd o convenceu a servir como
conselheiro em questões de magia. Quando não estava aconselhando Strahd,
o lich passava a maior parte de seu tempo no Templo de Âmbar, tentando
dominar o segredo do demilichismo na esperança de encontrar uma maneira
de projetar magicamente seu espírito além dos limites do reino de
Strahd. Seus esforços falharam e Khazan destruiu-se. Seus restos mortais
estão sepultados nas catacumbas de Ravenloft.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
torre de Khazan permaneceu vazia por muito tempo, ao que parecia, e
teria desmoronado sob o peso da negligência se não fosse pelas proteções
mágicas colocadas nela há muito tempo. Recentemente, a torre foi tomada
pelo lendário caçador de vampiros Rudolph van Richten, que a usou como
base para explorar a Baróvia. Desde então, ele se mudou para a cidade
vizinha de Vallaki, onde se esconde à vista de todos.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Seguindo os passos do caçador de vampiros está sua protegida, </span></span><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Ezmerelda d'Avenir</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , que passou a viver na torre enquanto procura seu mentor. Ela não está presente quando os personagens chegam, no entanto.</span></span></span></p><div class="rd__quote" style="text-align: justify;"><p class="rd__quote-line rd__quote-line--last"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">“ </span></span><span style="font-size: medium;"><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Van Richten voltou, o velho tolo. Ele tenta se esconder de mim, mas eu o encontrarei. Ele e eu temos muito o que discutir.</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ”</span></span></span></p><p><span style="font-size: medium;"><span class="rd__quote-by"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">- </span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Strahd von Zarovich</span></span></span></span></p></div><hr class="rd__hr rd__hr--section" style="margin-left: 0px; margin-right: 0px; text-align: left;" /><div class="rd__b rd__b--0" style="text-align: justify;"><h1 class="rd__h rd__h--0" data-title-index="2" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Aproximando-se da Torre</span></span></span><span class="ve-flex-vh-center"> </span></span></h1></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os Bosques Svalich engoliram a estrada que antes levava à torre. Agora resta apenas uma larga trilha de terra. Você
chega a um lago frio de montanha cercado por florestas enevoadas e
penhascos rochosos. Uma névoa espessa se espalha pelas águas escuras e
paradas. A trilha termina em uma passagem coberta de grama que se
estende por cem metros através do lago até uma ilha plana e pantanosa
com uma torre de pedra. A torre é velha e decrépita, com andaimes em
ruínas agarrados a um dos lados, onde um grande corte dividiu a parede.
Estátuas de grifos desgastadas pelo tempo, com asas e flancos cobertos
de musgo, empoleiram-se no topo dos contrafortes que sustentam as
paredes.</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Estacionada perto da base da torre, à vista da entrada, está uma carroça com topo de barril salpicada de lama.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
torre tem 80 pés de altura. Tem quatro níveis (cada um com 6 metros de
altura) e um telhado de ardósia praticamente intacto. O segundo,
terceiro e quarto andares têm seteiras com 15 centímetros de largura, 90
centímetros de altura e 30 centímetros de espessura. O nível mais alto
da torre pende sobre os níveis abaixo dela e tem floreiras, além de
seteiras.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os grifos cobertos de musgo no topo dos contrafortes nada mais são do que estátuas decorativas.</span></span></p><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="3" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Dreno de Feitiço de Khazan</span></span></span><span class="ve-flex-vh-center"> </span></span></h2></div><div class="rd__b rd__b--0" style="text-align: justify;"><div class="rd__b rd__b--1"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Khazan protegeu sua torre para que somente ele pudesse lançar feitiços perto ou dentro dela. O efeito é idêntico a um </span></span><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">campo antimagia</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
centrado na torre e estendendo-se por 1,5 metro dela em todas as
direções. O efeito não se aplica a armadilhas mágicas e construções
criadas por Khazan, incluindo a armadilha na porta da torre na </span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área V2</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , os golens nas </span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">áreas V4</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e a armadura animada na </span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área V7</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p></div></div><hr class="rd__hr rd__hr--section" style="margin-left: 0px; margin-right: 0px; text-align: left;" /><div class="rd__b rd__b--0" style="text-align: justify;"><h1 class="rd__h rd__h--0" data-title-index="4" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Áreas da Torre</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p168</span></span></span></span></span></h1></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As áreas a seguir correspondem aos rótulos no mapa da Torre de Van Richten abaixo.</span></span></p><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="5" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">V1. Carroça Mágica de Ezmerelda</span></span></span><span class="ve-flex-vh-center"> </span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A carroça de Ezmerelda está estacionada em frente à torre. Se os personagens investigarem a carroça, leia:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Sob
camadas de lama, esta carroça ostenta uma nova camada de tinta roxa e
suas rodas têm elegantes acabamentos dourados. Uma lanterna de latão
está pendurada em cada canto e cortinas vermelhas cobrem uma janela em
forma de lápide de cada lado. Um cadeado de aço protege a porta dos
fundos, onde está pendurada uma placa de madeira barata que diz: "Fique
longe!"</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A carroça irradia uma aura de magia de conjuração se for examinada com um feitiço </span></span><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">detectar magia</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . Um personagem que lança um feitiço </span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de identificação</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> na carroça aprende as palavras de comando necessárias para operá-la.</span></span></span></p><div class="rd__wrp-gallery" style="text-align: justify;"><div class="rd__wrp-gallery-image"><div class="rd__wrp-image relative" data-title-index="6">
</div></div></div><div class="rd__wrp-gallery" style="text-align: justify;"><div class="rd__wrp-gallery-image"><div class="rd__wrp-image relative" data-title-index="7">
<span style="font-size: medium;"></span>
</div><div class="rd__image-title"><div class="rd__image-title-inner"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;"><b>Versão do jogador</b></span></span></div></div></div></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Qualquer
um que se sente no banco do motorista e pronuncie sua palavra de
comando ("Drovash") convoca um par de cavalos de tração quase reais, que
estão magicamente amarrados à carroça e não podem ser separados dela.
Os cavalos e a carroça têm uma velocidade de 9 metros e os cavalos
atendem aos comandos simples do cocheiro. O condutor pode dispensar os
cavalos com uma segunda palavra de comando ("Arvesh"). Os cavalos podem
ser dissipados (CD 15), mas não feridos.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
carroça tem um alçapão escondido em sua parte inferior que pode ser
detectado por um personagem que corra sob a carroça e obtenha sucesso em
um teste de Sabedoria ( </span></span><span style="font-size: medium;"><span class="help help--hover" data-vet-hash="perception_phb" data-vet-is-faux-page="true" data-vet-page="skill" data-vet-source="PHB"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Percepção</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) CD 13. O alçapão abre para a carroça e é a única maneira segura de entrar.</span></span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="8" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Armadilha</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p168</span></span></span></span></span></h3></div><div class="rd__b rd__b--2" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
maçaneta interna da porta tem um fio enrolado em volta dela, e o fio
está conectado a um frasco de fogo de alquimista pendurado no teto da
carroça. Quando a porta é aberta, o frasco cai e explode, acendendo mais
cem frascos de fogo alquimista que pendem de fios como ornamentos ao
longo das paredes internas do vagão. Uma criatura a até 9 metros da
carroça quando ela explodir deve ser bem sucedida em um teste de
resistência de Constituição CD 12, sofrendo 55 ( </span></span><span style="font-size: medium;"><span class="roller render-roller" data-packed-dice="{"type":"dice","rollable":true,"toRoll":"10d10","displayText":"10d10"}" title="Clique para rolar. SHIFT/CTRL para rolar duas vezes."><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">10d10</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"><a href="https://5e.tools/img/adventure/CoS/106-cos1101.jpg" rel="noopener noreferrer" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;" target="_blank" title="Versão do jogador">
</a>
) de dano de fogo se falhar na resistência, ou metade desse dano se
obtiver sucesso. Criaturas dentro da carroça ou a até 1,5 metro dela têm
desvantagem no teste de resistência. O vagão é reduzido a pedaços pela
explosão, e o conteúdo do vagão (veja "Tesouro" abaixo) também é
destruído.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um
personagem dentro da carroça detecta a armadilha automaticamente (não é
necessário nenhum teste de habilidade) e pode desativá-la com um teste
bem sucedido de Destreza CD 10. Uma tentativa fracassada de desabilitar a
armadilha a aciona.</span></span></p></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="9" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Tesouro</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p168</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O interior do vagão contém os seguintes itens:</span></span></p><ul class="rd__list"><li class="rd__li"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um baú de madeira coberto com marcas de garras que contém um </span></span><span style="font-size: medium;"><a data-vet-hash="battleaxe_phb" data-vet-page="items.html" data-vet-source="PHB" href="https://5e.tools/items.html#battleaxe_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">machado de batalha</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , um </span></span><a data-vet-hash="flail_phb" data-vet-page="items.html" data-vet-source="PHB" href="https://5e.tools/items.html#flail_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">mangual</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , uma </span></span><a data-vet-hash="morningstar_phb" data-vet-page="items.html" data-vet-source="PHB" href="https://5e.tools/items.html#morningstar_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">estrela da manhã</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , uma </span></span><a data-vet-hash="light%20crossbow_phb" data-vet-page="items.html" data-vet-source="PHB" href="https://5e.tools/items.html#light%20crossbow_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">besta leve</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e 10 virotes de besta prateados.</span></span></span></li><li class="rd__li"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um guarda-roupa estreito contendo três conjuntos de </span></span><span style="font-size: medium;"><a data-vet-hash="fine%20clothes_phb" data-vet-page="items.html" data-vet-source="PHB" href="https://5e.tools/items.html#fine%20clothes_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">roupas finas</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , dois conjuntos de </span></span><a data-vet-hash="traveler's%20clothes_phb" data-vet-page="items.html" data-vet-source="PHB" href="https://5e.tools/items.html#traveler's%20clothes_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">roupas de viajante</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , vários pares de sapatos, uma máscara de arlequim e três perucas</span></span></span></li><li class="rd__li"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um </span></span><span style="font-size: medium;"><a data-vet-hash="climber's%20kit_phb" data-vet-page="items.html" data-vet-source="PHB" href="https://5e.tools/items.html#climber's%20kit_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">kit de alpinista</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , um </span></span><a data-vet-hash="disguise%20kit_phb" data-vet-page="items.html" data-vet-source="PHB" href="https://5e.tools/items.html#disguise%20kit_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">kit de disfarce</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , um </span></span><a data-vet-hash="healer's%20kit_phb" data-vet-page="items.html" data-vet-source="PHB" href="https://5e.tools/items.html#healer's%20kit_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">kit de curandeiro</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e um </span></span><a data-vet-hash="poisoner's%20kit_phb" data-vet-page="items.html" data-vet-source="PHB" href="https://5e.tools/items.html#poisoner's%20kit_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">kit de envenenador</span></span></a></span></li><li class="rd__li"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma lira com cordas douradas (no valor de 50 PO)</span></span></li><li class="rd__li"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma gaiola de madeira esculpida contendo uma galinha e uma jarra de prata (no valor de 100 po) com cinco ovos de galinha dentro</span></span></li><li class="rd__li"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma pequena caixa de madeira contendo um </span></span><span style="font-size: medium;"><a data-vet-hash="tarokka%20deck_cos" data-vet-page="decks.html" data-vet-source="CoS" href="https://5e.tools/decks.html#tarokka%20deck_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">baralho de cartas de tarokka</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (ver </span></span><a href="https://5e.tools/adventure.html#CoS,22"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">apêndice E</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) embrulhado em seda</span></span></span></li><li class="rd__li"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um conjunto de panelas e frigideiras de cobre (no valor de 50 PO)</span></span></li><li class="rd__li"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Três conjuntos de </span></span><span style="font-size: medium;"><a data-vet-hash="manacles_phb" data-vet-page="items.html" data-vet-source="PHB" href="https://5e.tools/items.html#manacles_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">algemas</span></span></a></span></li><li class="rd__li"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma </span></span><span style="font-size: medium;"><a data-vet-hash="shovel_phb" data-vet-page="items.html" data-vet-source="PHB" href="https://5e.tools/items.html#shovel_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">pá</span></span></a></span></li><li class="rd__li"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um baú de madeira contendo um </span></span><span style="font-size: medium;"><a data-vet-hash="holy%20symbol_phb" data-vet-page="items.html" data-vet-source="PHB" href="https://5e.tools/items.html#holy%20symbol_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">símbolo sagrado</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> dourado do Morninglord (no valor de 100 po), três </span></span><a data-vet-hash="holy%20water%20(flask)_phb" data-vet-page="items.html" data-vet-source="PHB" href="https://5e.tools/items.html#holy%20water%20(flask)_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">frascos de água benta</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , três frascos de perfume, dois frascos de </span></span><a data-vet-hash="antitoxin%20(vial)_phb" data-vet-page="items.html" data-vet-source="PHB" href="https://5e.tools/items.html#antitoxin%20(vial)_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">antitoxina</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , um </span></span><a data-vet-hash="hempen%20rope%20(50%20feet)_phb" data-vet-page="items.html" data-vet-source="PHB" href="https://5e.tools/items.html#hempen%20rope%20(50%20feet)_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">rolo de corda de cânhamo de 15 metros</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , uma </span></span><a data-vet-hash="tinderbox_phb" data-vet-page="items.html" data-vet-source="PHB" href="https://5e.tools/items.html#tinderbox_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">caixa de fogo</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , um </span></span><a data-vet-hash="steel%20mirror_phb" data-vet-page="items.html" data-vet-source="PHB" href="https://5e.tools/items.html#steel%20mirror_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">espelho de aço</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , um estaca de madeira afiada e uma </span></span><a data-vet-hash="spyglass_phb" data-vet-page="items.html" data-vet-source="PHB" href="https://5e.tools/items.html#spyglass_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">luneta</span></span></a></span></li><li class="rd__li"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Dois </span></span><span style="font-size: medium;"><a data-vet-hash="spell%20scroll_dmg" data-vet-page="items.html" data-vet-source="DMG" href="https://5e.tools/items.html#spell%20scroll_dmg"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">pergaminhos de feitiço</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ( </span></span><a data-vet-hash="major%20image_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#major%20image_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">imagem principal</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e </span></span><a data-vet-hash="remove%20curse_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#remove%20curse_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">remoção de maldição</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> )</span></span></span></li><li class="rd__li"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um mapa da Baróvia (mostrando todos os locais marcados no mapa da Baróvia desta aventura)</span></span></li><li class="rd__li"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma página carbonizada do diário de van Richten (mostre aos jogadores " </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"section","name":"Journal of Rudolph van Richten","page":254,"id":"7f5","entries":[{"type":"insetReadaloud","id":"7f6","entries":["For more than three decades now, I have undertaken to investigate and expose creatures of darkness to the purifying light of truth and knowledge. \"Hero\" I am named in some circles; \"sage\" and \"master hunter\" I am called in others. That I have survived countless supernatural assaults is seen as a marvel among my peers; my name is spoken with fear and loathing among my foes.","In truth, this \"virtuous\" calling began as an obsessive effort to destroy a vampire that murdered my child, and it has become for me a tedious and bleak career. Even as my life of hunting monsters began, I felt the weight of time on my weary shoulders. Today I am a man who has simply lived too long. Like a regretful lich, I find myself inexorably bound to an existence I sought out of madness and, seemingly, must now endure for all eternity. Of course I shall die, but whether I shall ever rest in my grave haunts my idle thoughts, and torments me in my dreams.","I expect that those who think me a hero will change their minds when they know the whole truth about my life as a hunter of the unnatural. Nevertheless, I must reveal, here and now, that I have been the indirect yet certain cause of many deaths, and the loss of many good friends. Mistake me not! I do not merely feel sorry for myself. Rather, I come to grips with a devastating realization: I now see that I am the object of a baleful Vistani curse. More tragically, the nature of this hex is such that I have not borne the brunt of it; instead, far worse, those who surround me have fallen victim to it!","I have related the tragic story of how my only child Erasmus was taken by Vistani and sold to a vampire. I explained how Erasmus was made a minion of the night stalker, and how it was my miserable part to free him from that fate at the point of a stake. What I have neglected to illuminate before is how I tracked Erasmus's kidnappers across the land, or how I \"extracted\" Erasmus's whereabouts from them.","In fact, the Vistani took Erasmus with my own, unwitting permission. They had brought an extremely ill member of their tribe to me one evening and insisted that I treat him, but I was unable to save the young man's life. In fear of their retribution, I begged the Vistani to take anything of mine if only they would withhold their terrifying powers, of which I knew nothing. To my lasting astonishment, they chose to surreptitiously take my son in exchange for their loss! By the time I realized what had occurred, they were already an hour gone.","Incensed beyond reason, I strapped the body of the dead young man to my horse and doggedly followed the Vistani caravan through the woods, naively allowing the sun to set before me without seeking shelter from the night. Shortly after darkness fell, I was beset by undead that would have slain me, had not their master—a lich—intervened and spared my life, for reasons that I do not completely understand. He somehow detected me and, with his powerful magic, took control of a pack of zombies that wandered in the forest. He spoke to me through the mouths of the dead things and placed a magic ward against undead on me, then animated the dead Vistana and bade it tell me where I could find its people. Unfortunately (I say in hindsight), the plan worked. I found the child-stealers, and my unwelcome entourage included a growing horde of voracious undead that could not touch me, thanks to the lich's ward.","When I found the caravan, I threatened to set the zombies on the Vistani unless they returned my dear boy. They replied that he had been sold to the vampire, Baron Metus. Something inside me snapped. I released the zombies, and the entire tribe was eaten alive.","Yet the story has not ended. Before she died, the leader cursed me, saying, \"Live you always among monsters, and see everyone you love die beneath their claws!\" Even now, so many years later, I can hear her words with painful clarity. A short time later, I found my dear Erasmus made into a vampire. He begged me to end his curse, which I did with a heavy heart. The darkness had torn him from my loving arms forever, and I foolishly believed that the curse had exacted its deadly toll. I wept until an insatiate desire for vengeance filled the bottomless rift in my heart."]},{"type":"gallery","images":[{"type":"image","href":{"type":"internal","path":"adventure/CoS/214-f5.webp"},"width":1277,"height":1941},{"type":"image","href":{"type":"internal","path":"adventure/CoS/215-f6.webp"},"width":1276,"height":1938}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":-1}" href="https://5e.tools/adventure.html#cos,23,journal%20of%20rudolph%20van%20richten,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Diário de Rudolph van Richten</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> " no </span></span><a href="https://5e.tools/adventure.html#CoS,23"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Apêndice F</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></li></ul><div><div class="rd__wrp-image relative">
<span style="font-size: medium;"><a href="https://5e.tools/img/adventure/CoS/107-cos11-02.webp" rel="noopener noreferrer" target="_blank"><br />
</a></span>
</div></div></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="10" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">V2. Porta da Torre</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p169</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
porta da torre é de ferro, sem puxadores ou dobradiças visíveis. No
meio da porta há um grande símbolo em relevo – uma série conectada de
linhas com oito bonecos palitos colocados ao redor. Esculpida no lintel
acima da porta está uma palavra: Khazan.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Mostre
aos jogadores o símbolo da porta à direita. A porta está magicamente
trancada e presa, e o símbolo na porta é a chave para desativar a
armadilha. A magia que normalmente destrancaria a porta é neutralizada
pelo efeito de dreno de feitiço da torre (veja “ </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Khazan's Spell Drain","page":167,"id":"576","entries":["Khazan warded his tower so that he alone could cast spells near or within it. The effect is identical to an {@spell antimagic field} centered on the tower and extending 5 feet from it in all directions. The effect doesn't apply to magic traps and constructs created by Khazan, including the trap on the tower door in {@area area V2|57c|x}, the golems in {@area areas V4|582|x}, and the animated suit of armor in {@area area V7|588|x}."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,12,khazan's%20spell%20drain,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Drenagem de feitiço de Khazan</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ” anteriormente neste capítulo).</span></span></span></p><div style="text-align: justify;"><div class="rd__wrp-image relative">
<span style="font-size: medium;"><a href="https://5e.tools/img/adventure/CoS/108-cos11-03.webp" rel="noopener noreferrer" target="_blank"><br />
</a></span>
</div></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma
criatura que toca a porta sem primeiro desativar a armadilha faz com
que um raio envolva a torre. Qualquer criatura fora da torre e a até 3
metros dela deve ser bem sucedida em um teste de resistência de Destreza
CD 15, com desvantagem se estiver usando uma armadura feita de metal,
sofrendo 22 ( </span></span><span style="font-size: medium;"><span class="roller render-roller" data-packed-dice="{"type":"dice","rollable":true,"toRoll":"4d10","displayText":"4d10"}" title="Clique para rolar. SHIFT/CTRL para rolar duas vezes."><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">4d10</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
) de dano elétrico se falhar na resistência, ou metade do dano se
obtiver sucesso. um. Enquanto o efeito persistir, qualquer criatura que
entre no raio pela primeira vez em um turno ou comece seu turno lá sofre
22 ( </span></span><span class="roller render-roller" data-packed-dice="{"type":"dice","rollable":true,"toRoll":"4d10","displayText":"4d10"}" title="Clique para rolar. SHIFT/CTRL para rolar duas vezes."><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">4d10</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) de dano elétrico. O relâmpago dura 10 minutos.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Na
terceira vez que esta armadilha é acionada, a magia falha e faz com que
a torre desmorone. Cada criatura dentro da torre, quando ela desmorona,
sofre 132 ( </span></span><span style="font-size: medium;"><span class="roller render-roller" data-packed-dice="{"type":"dice","rollable":true,"toRoll":"24d10","displayText":"24d10"}" title="Clique para rolar. SHIFT/CTRL para rolar duas vezes."><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">24d10</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
) de dano de concussão, enquanto aquelas a até 6 metros da torre devem
ser bem sucedidas em um teste de resistência de Destreza CD 15 ou
sofrerão 44 ( </span></span><span class="roller render-roller" data-packed-dice="{"type":"dice","rollable":true,"toRoll":"8d10","displayText":"8d10"}" title="Clique para rolar. SHIFT/CTRL para rolar duas vezes."><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">8d10</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
) de dano de concussão devido à queda de destroços. O colapso não só
destrói a torre mas também a maior parte do seu conteúdo, incluindo a
armadura animada na </span></span><a data-vet-entry="{"type":"entries","name":"V7. Tower, Fourth Floor","page":171,"id":"588","entries":[{"type":"insetReadaloud","id":"589","entries":["Unlike the levels below, this room shows signs of recent habitation, and although the place reeks of mold and mildew, it has plenty of creature comforts, including a cozy bed, a desk with matching chair, bright tapestries, and a large iron stove with plenty of wood to feed it. Light enters through arrow slits as well as through dirt-caked windows with broken shutters. Other features of the room include a standing suit of armor and a wooden chest. Old wooden rafters bend under the weight of the tower roof, which has somehow remained intact. Mounted to the rafters are pulleys around which hang iron chains that support the tower's elevator platform."]},"Van Richten spent several months in this room, reviewing a lifetime's worth of research on {@creature Strahd von Zarovich|CoS}—notes that, once he committed them to memory, he burned in the stove. He also burned his journals. Ezmerelda searched the room, hoping to find a clue to her mentor's plan or whereabouts. Among the things she found here was a rolled-up map of Barovia and a burned page from van Richten's journal, which she took and hid in her wagon ({@area area V1|578|x}).","The standing armor is a suit of {@creature animated armor}. It is {@condition incapacitated} until someone speaks the command word (\"Khazan\") within 10 feet of it, whereupon the armor follows the commands of the one who activated it. If 24 hours pass without its receiving a new instruction from its controller, the animated armor becomes {@condition incapacitated} until someone reactivates it. If it is reduced to 0 hit points, the armor falls to pieces and is destroyed.","A lavender aroma emanates from the wooden chest, which is unlocked and safe to open. It contains the severed head of a human Vistana named Yan. Its flesh has a waxy complexion and has been embalmed with magic oils. If a {@spell speak with dead} spell is cast on his head (which would need to be taken somewhere away from the tower's {@i spell drain effect}), Yan reveals that he was banished from his clan for stealing. A half-elf bard named {@creature Rictavio|CoS} offered Yan a ride in his carnival wagon. The two traveled together for several days, but their time together was tense. When it was clear that {@creature Rictavio|CoS} was looking for a road to Barovia, Yan tried to steal the wagon as well as {@creature Rictavio|CoS}'s pet monkey, but {@creature Rictavio|CoS} got the better of him and drove a sword through his gullet.","The magic oils preserving Yan's head allow it to remember conversations it has while under the effect of {@spell speak with dead}. {@creature Rictavio|CoS} has cast {@spell speak with dead} on the head twice to ask questions about the Vistani of Barovia. Yan believes that the half-elf plans to cause great harm to the Vistani and begs the characters to warn his people. He doesn't know where his body is.",{"type":"entries","name":"Fortunes of Ravenloft","page":171,"id":"58a","entries":["If your card reading reveals that a treasure is here, it's in a narrow compartment hidden in the wall behind the suit of armor. If the armor is activated and commanded to retrieve the treasure, it pulls the stones out of the wall, revealing the treasure beyond.","If the characters have collapsed the tower (see {@area area V2|57c|x}), they find the treasure after {@dice 1d8 + 2} hours of searching through the rubble. For each hour they spend searching, they have a {@chance 10|10 percent} chance of accidentally unearthing a {@creature clay golem} (see {@area area V4|582|x}) that withstood the collapse. The golem, which took no damage from the collapsing tower, is berserk and attacks until destroyed."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,12,v7.%20tower%2c%20fourth%20floor,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área V7</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . O baú de madeira na área V7 (assim como a cabeça decepada dentro dele) permanece intacto, mas requer </span></span><span class="roller render-roller" data-packed-dice="{"type":"dice","rollable":true,"toRoll":"1d8 + 2","displayText":"1d8 + 2"}" title="Clique para rolar. SHIFT/CTRL para rolar duas vezes."><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">1d8 + 2</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> horas de escavação nos escombros para ser encontrado. Os golens de argila na </span></span><a data-vet-entry="{"type":"entries","name":"V4. Tower, First Floor","page":170,"id":"582","entries":[{"type":"insetReadaloud","id":"583","entries":["The flagstone floor is strewn with debris, and a few old crates stand near the east wall. A torn curtain to the south partially obscures the tower vestibule.","A five-foot-square indentation in the center of the floor contains four pulleys attached to taut iron chains that stretch up through a similarly sized hole in the rotted wooden ceiling. Standing next to the chains are four tall clay statues."]},"The four statues are {@creature Clay Golem||clay golems} that defend themselves if attacked. Otherwise, their sole purpose is to operate the elevator, which they do by pulling on the chains. The chains attach to a 5-foot-square wooden platform that normally rests on the fourth floor.","If it appears that a creature wants to use the elevator, the golems lower the platform, then raise it to whichever level the creature specifies. They also heed commands issued from above. They obey only commands having to do with raising and lowering the elevator.","The elevator isn't a smooth ride. The platform rises or lowers 5 feet per round, and its movements are jerky. If even one clay golem is destroyed, the remaining golems can no longer operate the elevator and remain motionless until attacked.","The crates in this room are all empty."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,12,v4.%20tower%2c%20first%20floor,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área V4</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
não estão danificados, mas estão enterrados sob pilhas de escombros. A
cada hora que os personagens passam vasculhando os escombros, eles têm </span></span><span class="roller render-roller" data-packed-dice="{"type":"dice","rollable":true,"displayText":"10 percent","toRoll":"1d100","successThresh":10}" title="Clique para rolar. SHIFT/CTRL para rolar duas vezes."><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">10%</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> de chance de desenterrar acidentalmente um golem de argila furioso.</span></span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="11" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Abrindo a porta</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p169</span></span></span></span></span></h3></div><div class="rd__b rd__b--2" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Cada
boneco gravado na porta tem braços posicionados de maneira diferente -
dobrados para cima ou para baixo na altura do cotovelo, ou esticados
para o lado. Quando uma criatura que esteja a até 1,5 metro da porta usa
uma ação para imitar as posições dos braços de todos os oito bonecos na
sequência correta, a armadilha é desativada e a porta se abre nas
dobradiças enferrujadas por 10 minutos. As linhas do símbolo na porta
revelam a sequência correta. A dança pode ser executada de duas
maneiras; uma criatura deve traçar o caminho das linhas, começando em
qualquer extremidade. Todas as oito séries de posições dos braços devem
ser realizadas, sem repetições, para que a sequência seja completa.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se as posições dos braços forem feitas fora de ordem, um </span></span><span style="font-size: medium;"><a data-vet-hash="young%20blue%20dragon_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#young%20blue%20dragon_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">jovem dragão azul</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
aparece magicamente a até 9 metros da porta e ataca todas as criaturas
que puder ver. Os personagens podem continuar tentando abrir a porta
enquanto o dragão os ataca. O dragão desaparece se for reduzido a 0
pontos de vida ou se os personagens abrirem a porta.</span></span></span></p></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="12" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Vestíbulo</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p170</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Além
da porta há um vestíbulo de 1,5 metro quadrado com uma cortina
esfarrapada que esconde a área V4 além. A porta de ferro que dá para
fora pode ser aberta com segurança deste lado. Ele fecha magicamente
após 1 minuto, a menos que seja mantido aberto.</span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="13" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">V3. Andaime frágil</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p170</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Vigas
de madeira podres sustentam o andaime, que geme e range à mais leve
brisa. Uma série de escadas e plataformas levam a um buraco na parede
noroeste do terceiro andar.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
andaime não pode suportar mais de 200 quilos de peso. Se ele desabar,
qualquer um que estiver sobre ele cairá 6 metros no chão, sofrendo </span></span><span style="font-size: medium;"><span class="roller render-roller" data-packed-dice="{"type":"dice","rollable":true,"toRoll":"1d6","displayText":"1d6"}" title="Clique para rolar. SHIFT/CTRL para rolar duas vezes."><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">1d6 de</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> dano de concussão para cada 3 metros de queda, mais </span></span><span class="roller render-roller" data-packed-dice="{"type":"dice","rollable":true,"toRoll":"2d6","displayText":"2d6"}" title="Clique para rolar. SHIFT/CTRL para rolar duas vezes."><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">2d6</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
de dano perfurante adicional dos destroços. Uma criatura sob o andaime
deve ser bem sucedida em um teste de resistência de Destreza CD 13 ou
sofrerá 14 ( </span></span><span class="roller render-roller" data-packed-dice="{"type":"dice","rollable":true,"toRoll":"4d6","displayText":"4d6"}" title="Clique para rolar. SHIFT/CTRL para rolar duas vezes."><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">4d6</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) de dano de concussão devido à queda de destroços.</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="14" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">V4. Torre, primeiro andar</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p170</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
piso de laje está coberto de entulhos e alguns caixotes velhos ficam
perto da parede leste. Uma cortina rasgada ao sul obscurece parcialmente
o vestíbulo da torre.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma
reentrância de um metro e meio quadrado no centro do chão contém quatro
roldanas presas a correntes de ferro esticadas que se estendem através
de um buraco de tamanho semelhante no teto de madeira apodrecida. Ao
lado das correntes estão quatro estátuas altas de argila.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As quatro estátuas são </span></span><span style="font-size: medium;"><a data-vet-hash="clay%20golem_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#clay%20golem_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">golens de argila</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
que se defendem caso sejam atacados. Caso contrário, seu único
propósito é operar o elevador, o que fazem puxando as correntes. As
correntes são presas a uma plataforma de madeira de 1,5 metro quadrado
que normalmente fica no quarto andar.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se
parecer que uma criatura deseja usar o elevador, os golens abaixam a
plataforma e a elevam até o nível especificado pela criatura. Eles
também atendem aos comandos emitidos de cima. Eles obedecem apenas a
comandos relacionados à subida e descida do elevador.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
elevador não é uma viagem tranquila. A plataforma sobe ou desce 1,5
metro por rodada e seus movimentos são bruscos. Se pelo menos um golem
de argila for destruído, os golens restantes não poderão mais operar o
elevador e permanecerão imóveis até serem atacados.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As caixas nesta sala estão todas vazias.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="15" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEimHtVNsC57Pgyn14q6p-Z97Gf4P9w4G-bwF5mC1BcGHMnHiTTVuc855RhGhsFUSclKf69iwpMifX9EfjQI4vsI5u54c9Y9QSn7AqgBCHG378m8Jzbe_ujMfc9Tx5EvueDUrPktkaguyCZ9CKIfJAqCjpRDj_mPqHahNCACcEXyhauqUC2Oe2iqoute2zM/s233/strahd.JPG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="233" data-original-width="216" height="347" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEimHtVNsC57Pgyn14q6p-Z97Gf4P9w4G-bwF5mC1BcGHMnHiTTVuc855RhGhsFUSclKf69iwpMifX9EfjQI4vsI5u54c9Y9QSn7AqgBCHG378m8Jzbe_ujMfc9Tx5EvueDUrPktkaguyCZ9CKIfJAqCjpRDj_mPqHahNCACcEXyhauqUC2Oe2iqoute2zM/w322-h347/strahd.JPG" width="322" /></a></div>V5. Torre, segundo andar</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p170</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Poeira e teias de aranha preenchem esta sala vazia, cujo piso de madeira está muito podre e parcialmente desmoronado.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">No
meio da sala há um buraco de 1,5 metro quadrado no chão e no teto, com
uma corrente enferrujada perto de cada canto. As correntes fazem parte
do mecanismo elevador da torre (ver área V4). As seções de piso de 1,5
metro quadrado que circundam o eixo central são fracas. Cada seção de
1,5 metro pode suportar 150 libras; qualquer peso a mais faz com que a
seção desmorone e qualquer criatura que estiver nessa seção caia 6
metros do chão.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="16" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">V6. Torre, terceiro andar</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p171</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
tempo e os elementos praticamente destruíram esta câmara, deixando um
corte na parede noroeste e mofo preto e viscoso nas paredes. O piso de
madeira está completamente apodrecido e começou a cair em alguns
lugares.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">No
meio da sala há um buraco de 1,5 metro quadrado no chão e no teto, com
uma corrente enferrujada perto de cada canto. As correntes fazem parte
do mecanismo elevador da torre (ver </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"V4. Tower, First Floor","page":170,"id":"582","entries":[{"type":"insetReadaloud","id":"583","entries":["The flagstone floor is strewn with debris, and a few old crates stand near the east wall. A torn curtain to the south partially obscures the tower vestibule.","A five-foot-square indentation in the center of the floor contains four pulleys attached to taut iron chains that stretch up through a similarly sized hole in the rotted wooden ceiling. Standing next to the chains are four tall clay statues."]},"The four statues are {@creature Clay Golem||clay golems} that defend themselves if attacked. Otherwise, their sole purpose is to operate the elevator, which they do by pulling on the chains. The chains attach to a 5-foot-square wooden platform that normally rests on the fourth floor.","If it appears that a creature wants to use the elevator, the golems lower the platform, then raise it to whichever level the creature specifies. They also heed commands issued from above. They obey only commands having to do with raising and lowering the elevator.","The elevator isn't a smooth ride. The platform rises or lowers 5 feet per round, and its movements are jerky. If even one clay golem is destroyed, the remaining golems can no longer operate the elevator and remain motionless until attacked.","The crates in this room are all empty."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,12,v4.%20tower%2c%20first%20floor,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área V4</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
). As seções de piso de 1,5 metro quadrado que circundam o eixo central
são fracas. Cada seção de 5 pés pode suportar 50 libras; qualquer peso a
mais faz com que a seção desmorone, e qualquer criatura que esteja
nessa seção caia 12 metros até o térreo, quebrando o segundo andar ao
descer.</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="17" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">V7. Torre, quarto andar</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p171</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Ao
contrário dos níveis abaixo, este quarto mostra sinais de habitação
recente e, embora o local cheire a mofo e bolor, tem muitos confortos,
incluindo uma cama aconchegante, uma escrivaninha com cadeira
combinando, tapeçarias brilhantes e um grande fogão de ferro com muita
madeira para alimentá-lo. A luz entra através de seteiras, bem como
através de janelas sujas e com venezianas quebradas. Outras
características da sala incluem uma armadura e um baú de madeira. Velhas
vigas de madeira dobram-se sob o peso do telhado da torre, que de
alguma forma permaneceu intacto. Montadas nas vigas estão roldanas em
torno das quais estão penduradas correntes de ferro que sustentam a
plataforma do elevador da torre.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Van Richten passou vários meses nesta sala, revisando pesquisas de uma vida inteira sobre </span></span><span style="font-size: medium;"><a data-vet-hash="strahd%20von%20zarovich_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#strahd%20von%20zarovich_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Strahd von Zarovich</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
- observa que, depois de memorizá-las, ele queimou no fogão. Ele também
queimou seus diários. Ezmerelda vasculhou a sala, na esperança de
encontrar uma pista sobre o plano ou paradeiro de seu mentor. Entre as
coisas que ela encontrou aqui estava um mapa enrolado da Baróvia e uma
página queimada do diário de van Richten, que ela pegou e escondeu em
sua carroça ( </span></span><a data-vet-entry="{"type":"entries","name":"V1. Ezmerelda's Magic Wagon","page":168,"id":"578","entries":["Ezmerelda's wagon is parked in front of the tower. If the characters investigate the wagon, read:",{"type":"insetReadaloud","id":"579","entries":["Under layers of mud, this wagon sports a fresh coat of purple paint, and its wheels have fancy gold trim. A brass lantern hangs from each corner, and red drapes cover a tombstone-shaped window on each side. A steel padlock secures the back door, hanging from which is a cheap wooden sign that reads, \"Keep out!\""]},"The wagon radiates an aura of conjuration magic if it is scrutinized with a {@spell detect magic} spell. A character who casts an {@spell identify} spell on the wagon learns the command words needed to operate it.",{"type":"gallery","images":[{"type":"image","href":{"type":"internal","path":"adventure/CoS/105-027.jpg"},"title":"Map 11.1: Van Richten's Tower (Area V)","width":1200,"height":3300,"mapRegions":[{"area":"588","points":[[371,715],[371,635],[410,635],[410,600],[511,499],[554,499],[554,462],[632,462],[632,494],[665,494],[776,605],[776,631],[816,631],[816,720],[780,720],[780,753],[673,860],[637,860],[637,897],[554,897],[554,862],[517,862],[410,755],[410,715]]},{"area":"586","points":[[451,1253],[523,1181],[672,1181],[738,1247],[738,1389],[667,1460],[515,1460],[451,1394]]},{"area":"580","points":[[441,1241],[515,1167],[515,1075],[356,1075],[356,1241]]},{"area":"580","points":[[430,2005],[430,1815],[516,1729],[573,1729],[573,1637],[256,1637],[256,2005]]},{"area":"584","points":[[451,1823],[451,1962],[522,2033],[677,2033],[744,1966],[744,1824],[668,1748],[520,1748]]},{"area":"582","points":[[451,2394],[451,2534],[528,2611],[671,2611],[742,2540],[742,2395],[664,2317],[527,2317]]},{"area":"580","points":[[428,2571],[428,2387],[515,2300],[569,2300],[569,2217],[249,2217],[249,2571]]},{"area":"57c","points":[[494,2626],[494,2769],[680,2769],[680,2626]]},{"area":"578","points":[[680,2766],[680,2889],[994,2889],[994,2766]]}],"imageType":"map","grid":{"type":"square","size":72,"offsetX":-13,"offsetY":-15},"id":"6bf","hrefThumbnail":{"type":"internal","path":"adventure/CoS/thumbnail/105-027.webp"}},{"type":"image","href":{"type":"internal","path":"adventure/CoS/106-cos1101.jpg"},"title":"Player Version","width":1200,"height":3300,"imageType":"mapPlayer","grid":{"type":"square","size":72,"offsetX":-13,"offsetY":-15},"mapParent":{"id":"6bf"}}]},"Anyone who sits in the driver's seat and speaks its command word (\"Drovash\") summons a pair of quasi-real draft horses, which are magically tethered to the wagon and can't be separated from it. The horses and wagon have a speed of 30 feet, and the horses heed the driver's simple commands. The driver can dismiss the horses with a second command word (\"Arvesh\"). The horses can be dispelled (DC 15) but not harmed.","The wagon has a hidden trapdoor in its underbelly that can be detected by a character who scuttles under the wagon and succeeds on a DC 13 Wisdom ({@skill Perception}) check. The trapdoor opens into the wagon and is the only safe way inside.",{"type":"entries","name":"Booby Trap","page":168,"id":"57a","entries":["The inside handle of the door has a wire looped around it, and the wire is connected to a flask of alchemist's fire hanging from the wagon's ceiling. When the door is opened, the flask falls and explodes, igniting one hundred more flasks of alchemist's fire that dangle from wires like ornaments along the wagon's interior walls. A creature within 30 feet of the wagon when it explodes must succeed on a DC 12 Constitution saving throw, taking 55 ({@dice 10d10}) fire damage on a failed save, or half as much damage on a successful one. Creatures inside the wagon or within 5 feet of it have disadvantage on the saving throw. The wagon is reduced to flinders by the explosion, and the contents of the wagon (see \"Treasure\" below) are destroyed as well.","A character inside the wagon spots the trap automatically (no ability check required) and can disable it with a successful DC 10 Dexterity check. A failed attempt to disable the trap triggers it."]},{"type":"entries","name":"Treasure","page":168,"id":"57b","entries":["The interior of the wagon contains the following items:",{"type":"list","items":["A wooden trunk covered with claw marks that holds a {@item battleaxe|PHB}, a {@item flail|PHB}, a {@item morningstar|PHB}, a {@item light crossbow|PHB}, and 10 silvered crossbow bolts","A narrow wardrobe containing three sets of {@item fine clothes|PHB}, two sets of {@item traveler's clothes|PHB}, several pairs of shoes, a harlequin mask, and three wigs","A {@item climber's kit|PHB}, a {@item disguise kit|PHB}, a {@item healer's kit|PHB}, and a {@item poisoner's kit|PHB}","A lyre with golden strings (worth 50 gp)","A sculpted wooden cage holding a chicken and a silver ewer (worth 100 gp) with five chicken eggs in it","A tiny wooden box containing a {@deck Tarokka Deck|CoS|deck of tarokka cards} (see {@adventure appendix E|CoS|22}) wrapped in silk","A set of copper pots and pans (worth 50 gp)","Three sets of {@item manacles|PHB}","A {@item shovel|PHB}","A wooden chest containing a gold {@item holy symbol|PHB} of the Morninglord (worth 100 gp), three {@item Holy Water (flask)|PHB|vials of holy water}, three vials of perfume, two vials of {@item Antitoxin (vial)|PHB|antitoxin}, a {@item Hempen Rope (50 feet)|PHB|50-foot coil of hempen rope}, a {@item tinderbox|PHB}, a {@item steel mirror|PHB}, a sharpened wooden stake, and a {@item spyglass|PHB}","Two {@item Spell Scroll||spell scrolls} ({@spell major image} and {@spell remove curse})","A map of Barovia (showing all the locations marked on this adventure's map of Barovia)","A charred page from van Richten's journal (show the players \"{@area Journal of Rudolph van Richten|7f5|x}\" in {@adventure appendix F|CoS|23})."]},{"type":"image","href":{"type":"internal","path":"adventure/CoS/107-cos11-02.webp"},"width":1000,"height":457}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,12,v1.%20ezmerelda's%20magic%20wagon,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área V1</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A armadura permanente é uma </span></span><span style="font-size: medium;"><a data-vet-hash="animated%20armor_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#animated%20armor_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">armadura animada</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . Ela fica </span></span><a data-vet-hash="incapacitated_phb" data-vet-page="conditionsdiseases.html" data-vet-source="PHB" href="https://5e.tools/conditionsdiseases.html#incapacitated_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">incapacitada</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
até que alguém fale a palavra de comando ("Khazan") a até 3 metros
dela, após o que a armadura segue os comandos daquele que a ativou. Se
passarem 24 horas sem receber uma nova instrução de seu controlador, a
armadura animada fica </span></span><a data-vet-hash="incapacitated_phb" data-vet-page="conditionsdiseases.html" data-vet-source="PHB" href="https://5e.tools/conditionsdiseases.html#incapacitated_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">incapacitada</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> até que alguém a reative. Se for reduzida a 0 pontos de vida, a armadura cai em pedaços e é destruída.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um
aroma de lavanda emana da arca de madeira, que está destrancada e
segura para abrir. Ele contém a cabeça decepada de um Vistana humano
chamado Yan. Sua carne tem uma aparência cerosa e foi embalsamada com
óleos mágicos. Se um feitiço </span></span><span style="font-size: medium;"><a data-vet-hash="speak%20with%20dead_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#speak%20with%20dead_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">falar com os mortos</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> for lançado em sua cabeça (que precisaria ser levado para algum lugar longe do </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">efeito de drenagem de feitiço</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> da torre ), Yan revela que foi banido de seu clã por roubar. Um bardo meio elfo chamado </span></span><a data-vet-hash="rictavio_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#rictavio_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Rictavio</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
ofereceu a Yan uma carona em sua carroça de carnaval. Os dois viajaram
juntos por vários dias, mas o tempo que passaram juntos foi tenso.
Quando ficou claro que </span></span><a data-vet-hash="rictavio_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#rictavio_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Rictavio</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> estava procurando um caminho para a Baróvia, Yan tentou roubar a carroça e também </span><span style="vertical-align: inherit;">o macaco de estimação de </span></span><a data-vet-hash="rictavio_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#rictavio_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Rictavio , mas </span></span></a><a data-vet-hash="rictavio_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#rictavio_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Rictavio</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> levou a melhor e enfiou uma espada em sua garganta.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os
óleos mágicos que preservam a cabeça de Yan permitem que ele se lembre
das conversas que teve enquanto estava sob o efeito de </span></span><span style="font-size: medium;"><a data-vet-hash="speak%20with%20dead_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#speak%20with%20dead_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">falar com os mortos</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . </span></span><a data-vet-hash="rictavio_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#rictavio_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Rictavio</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> lançou </span></span><a data-vet-hash="speak%20with%20dead_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#speak%20with%20dead_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">falar com morto</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
na cabeça duas vezes para fazer perguntas sobre os Vistani da Baróvia.
Yan acredita que o meio-elfo planeja causar grandes danos aos Vistani e
implora aos personagens que avisem seu povo. Ele não sabe onde está seu
corpo.</span></span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="18" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Fortunas de Ravenloft</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p171</span></span></span></span></span></h3></div><div class="rd__b rd__b--0" style="text-align: justify;"><div class="rd__b rd__b--1"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se
a leitura da sua carta revelar que um tesouro está aqui, ele está em um
compartimento estreito escondido na parede atrás da armadura. Se a
armadura for ativada e comandada para recuperar o tesouro, ela arranca
as pedras da parede, revelando o tesouro além.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se os personagens derrubaram a torre (veja </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"V2. Tower Door","page":169,"id":"57c","entries":[{"type":"insetReadaloud","id":"57d","entries":["The tower door is made of iron, with no visible handles or hinges. In the middle of the door is a large, embossed symbol—a connected series of lines with eight stick figures set around it. Carved into the lintel above the door is a word: Khazan."]},"Show the players the door symbol to the right. The door is magically locked and trapped, and the symbol on the door is the key to disabling the trap. Magic that would normally unlock the door is neutralized by the tower's spell drain effect (see \"{@area Khazan's Spell Drain|576|x}\" earlier in the chapter).",{"type":"image","href":{"type":"internal","path":"adventure/CoS/108-cos11-03.webp"},"width":663,"height":1000},"A creature that touches the door without first disabling the trap causes lightning to envelop the tower. Any creature outside the tower and within 10 feet of it must succeed on a DC 15 Dexterity saving throw, with disadvantage if it is wearing armor made of metal, taking 22 ({@dice 4d10}) lightning damage on a failed save, or half damage on a successful one. As long as the effect persists, any creature that enters the lightning for the first time on a turn or starts its turn there takes 22 ({@dice 4d10}) lightning damage. The lightning lasts for 10 minutes.","The third time this trap is triggered, the magic fails and causes the tower to collapse. Each creature inside the tower when it collapses takes 132 ({@dice 24d10}) bludgeoning damage, while those within 20 feet of the tower must succeed on a DC 15 Dexterity saving throw or take 44 ({@dice 8d10}) bludgeoning damage from falling debris. The collapse not only destroys the tower but also most of its contents, including the animated armor in {@area area V7|588|x}. The wooden chest in area V7 (as well as the severed head inside it) remains intact but requires {@dice 1d8 + 2} hours of digging through rubble to find. The clay golems in {@area area V4|582|x} are undamaged but buried under piles of debris. Every hour the characters spend searching through the rubble, they have a {@chance 10|10 percent} chance of accidentally unearthing a berserk clay golem.",{"type":"entries","name":"Opening the Door","page":169,"id":"57e","entries":["Each stick figure embossed on the door has differently positioned arms—either bent up or down at the elbow, or sticking straight out to the side. When a creature standing within 5 feet of the door uses an action to imitate the arm positions of all eight stick figures in the proper sequence, the trap is disabled and the door swings open on rusty hinges for 10 minutes. The lines of the symbol on the door reveal the proper sequence. The dance can be performed in one of two ways; a creature must trace the path of the lines, starting at either endpoint. All eight sets of arm positions must be performed, with no repeats, for the sequence to be complete.","If the arm positions are done out of order, a {@creature young blue dragon} magically appears within 30 feet of the door and attacks all creatures it can see. The characters can keep trying to open the door while the dragon is attacking them. The dragon disappears if it is reduced to 0 hit points or if the characters open the door."]},{"type":"entries","name":"Vestibule","page":170,"id":"57f","entries":["Beyond the door is a 5-foot-square vestibule with a tattered curtain that conceals area V4 beyond. The iron door leading outside can be safely opened from this side. It magically closes after 1 minute unless held open."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,12,v2.%20tower%20door,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">a área V2</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ), eles encontrarão o tesouro após </span></span><span class="roller render-roller" data-packed-dice="{"type":"dice","rollable":true,"toRoll":"1d8 + 2","displayText":"1d8 + 2"}" title="Clique para rolar. SHIFT/CTRL para rolar duas vezes."><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">1d8 + 2</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> horas de busca nos escombros. Para cada hora que passam procurando, eles têm </span></span><span class="roller render-roller" data-packed-dice="{"type":"dice","rollable":true,"displayText":"10 percent","toRoll":"1d100","successThresh":10}" title="Clique para rolar. SHIFT/CTRL para rolar duas vezes."><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">10%</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> de chance de desenterrar acidentalmente um </span></span><a data-vet-hash="clay%20golem_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#clay%20golem_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">golem de argila</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (veja </span></span><a data-vet-entry="{"type":"entries","name":"V4. Tower, First Floor","page":170,"id":"582","entries":[{"type":"insetReadaloud","id":"583","entries":["The flagstone floor is strewn with debris, and a few old crates stand near the east wall. A torn curtain to the south partially obscures the tower vestibule.","A five-foot-square indentation in the center of the floor contains four pulleys attached to taut iron chains that stretch up through a similarly sized hole in the rotted wooden ceiling. Standing next to the chains are four tall clay statues."]},"The four statues are {@creature Clay Golem||clay golems} that defend themselves if attacked. Otherwise, their sole purpose is to operate the elevator, which they do by pulling on the chains. The chains attach to a 5-foot-square wooden platform that normally rests on the fourth floor.","If it appears that a creature wants to use the elevator, the golems lower the platform, then raise it to whichever level the creature specifies. They also heed commands issued from above. They obey only commands having to do with raising and lowering the elevator.","The elevator isn't a smooth ride. The platform rises or lowers 5 feet per round, and its movements are jerky. If even one clay golem is destroyed, the remaining golems can no longer operate the elevator and remain motionless until attacked.","The crates in this room are all empty."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,12,v4.%20tower%2c%20first%20floor,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">a área V4</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) que resistiu ao colapso. O golem, que não sofreu nenhum dano com o colapso da torre, fica furioso e ataca até ser destruído.</span></span></span></p></div></div></div><hr class="rd__hr rd__hr--section" style="margin-left: 0px; margin-right: 0px; text-align: left;" /><div class="rd__b rd__b--0" style="text-align: justify;"><h1 class="rd__h rd__h--0" data-title-index="19" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Eventos especiais</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p171</span></span></span></span></span></h1></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Você pode usar um ou ambos os seguintes eventos especiais enquanto os personagens exploram a Torre de Van Richten.</span></span></p><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="20" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Ataque de matilha</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p171</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se
os personagens explodirem a carroça de Ezmerelda, ativarem o raio ao
redor da torre ou causarem o colapso da torre, o som de seu trabalho
ecoará pelo vale até Krezk, a oeste, e até Vallaki, a leste. A
perturbação atrai a atenção de uma matilha de lobisomens, que chega após
1 hora.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os
lobisomens assombram os Bosques Svalich, a oeste da Torre de Van
Richten. Eles vêm correndo em forma de lobo, na esperança de capturar
presas na ilha, cortando o acesso à ponte.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Liderando a caça está </span></span><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Kiril Stoyanovich</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , um </span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">lobisomem</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> com 90 pontos de vida. Acompanhando-o estão seis </span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">lobisomens</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> normais e nove </span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">lobos</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
. Enquanto estão na forma de lobo, os lobisomens são indistinguíveis
dos lobos comuns. Eles permanecem na forma de lobo ou assumem a forma
híbrida.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se os personagens foram atraídos para a Baróvia pelo gancho de aventura “ </span></span><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Lobisomens na Névoa</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
”, este encontro representa um confronto culminante entre os
personagens e a matilha de lobisomens que tem aterrorizado assentamentos
nos Reinos Esquecidos. Os lobisomens sabem que a torre tem defesas
mágicas, por isso são cautelosos. Kiril tenta atrair os personagens para
um confronto final, mas puxa sua matilha para a floresta se os
personagens começarem a lançar feitiços ou a fazer ataques à distância
da torre.</span></span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="21" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Desenvolvimento</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p172</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um
lobisomem capturado pode ser forçado a divulgar o paradeiro das
crianças sequestradas pela matilha. Eles estão presos em uma caverna a
oeste (veja o capítulo 15, “ </span></span><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Toca do Lobisomem</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ”).</span></span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="22" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Retiro de Ezmerelda</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p172</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Ezmerelda d'Avenir</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (ver </span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">apêndice D</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
) retorna à Torre de Van Richten depois de confrontar Strahd no Castelo
Ravenloft e escapar por pouco com vida. Ela chega montada em um </span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">cavalo</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> roubado do acampamento Vistani nos arredores de Vallaki ( </span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 5</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área N9</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Ezmerelda
espera que o arsenal de armas em sua carroça seja suficiente para
protegê-la da ira do vampiro. Se os personagens explodirem a carroça,
ela fica compreensivelmente irritada e recua para a torre. (Ela conhece o
truque para contornar a armadilha na porta da torre.) Se a torre também
tiver sido destruída, ela não ficará por aqui a menos que os
personagens sejam claramente sua melhor esperança de sobrevivência.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
briga de Ezmerelda com Strahd a deixou com apenas 30 pontos de vida.
Ela graciosamente aceita qualquer cura que os personagens tenham a
oferecer.</span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="23" data-title-relative-index="1"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Desenvolvimento</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p172</span></span></span></span></span></h3></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A partir deste momento, Strahd ganha um novo objetivo: matar </span></span><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Ezmerelda d'Avenir</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
. Sabendo que seus espiões Vistani podem estar em conflito com a ideia
de matar um deles, Strahd conta com os druidas e lobisomens da Floresta
Svalich, bem como com espiões humanos e crias de vampiros escondidos nos
assentamentos da Baróvia, para ajudá-lo a encontrar e matar Ezmeralda.
Se Strahd descobrir que ela e os personagens estão trabalhando juntos,
ele convida os personagens para Ravenloft, esperando que Ezmerelda os
acompanhe. Os personagens recebem o convite na forma de uma carta
entregue por um dos espiões de Strahd. Se os personagens abrirem e lerem
a carta, mostre aos jogadores o folheto “ </span><span style="vertical-align: inherit;">Convite </span></span><a data-vet-entry="{"type":"section","name":"Strahd's Invitation","page":251,"id":"7f1","entries":[{"type":"insetReadaloud","id":"7f2","entries":["My friends,","Know that it is I who have brought you to this land, my home, and know that I alone can release you from it. I bid you dine at my castle so that we can meet in civilized surroundings. Your passage here will be a safe one. I await your arrival.","Your host, {@creature Strahd von Zarovich|CoS}"]},{"type":"image","href":{"type":"internal","path":"adventure/CoS/211-f2.webp"},"width":2646,"height":1536}]}" data-vet-opts="{"isLargeBookContent":true,"depth":-1}" href="https://5e.tools/adventure.html#cos,23,strahd's%20invitation,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de Strahd</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ” no </span></span><a href="https://5e.tools/adventure.html#CoS,23"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">apêndice F.</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> Se os personagens seguirem em direção ao castelo, eles não terão encontros aleatórios ameaçadores no caminho.</span></span></span></p><p style="text-align: left;"><br /></p><script src="moz-extension://bc13062b-f7c1-4af4-b79f-2ba1c15249cb/js/app.js" type="text/javascript"></script><script src="moz-extension://bc13062b-f7c1-4af4-b79f-2ba1c15249cb/js/app.js" type="text/javascript"></script><script src="moz-extension://bc13062b-f7c1-4af4-b79f-2ba1c15249cb/js/app.js" type="text/javascript"></script>Jfjuniorhttp://www.blogger.com/profile/06489839029081384326noreply@blogger.com0tag:blogger.com,1999:blog-1888798435178792165.post-2799956289385133842024-02-17T19:55:00.009-03:002024-02-20T18:02:59.658-03:00A maldição de Strahd Capítulo X: As Ruínas de Berez<p style="text-align: justify;"><span style="font-size: medium;"> <span style="vertical-align: inherit;"><span style="vertical-align: inherit;"></span></span></span></p><div class="separator" style="clear: both; text-align: center;"><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwpgnG4wKwppp0YYYyC3dZYyOJ3GW-Ne41q8xrXSyKi-bBUoO4byuj0128DNkjfh97MzXDQ21l6uFEn0tqQ-QYszX_KTYbY-_ny447O9_ahKwSslgWc8xKKpXVn-xpb51Hcpr_bn2uXRDnWdUn-KjkAVCvTgDxJ2dy38dEURkoti9qDyRW96DYKqupT98/s225/barovia.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="225" data-original-width="225" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwpgnG4wKwppp0YYYyC3dZYyOJ3GW-Ne41q8xrXSyKi-bBUoO4byuj0128DNkjfh97MzXDQ21l6uFEn0tqQ-QYszX_KTYbY-_ny447O9_ahKwSslgWc8xKKpXVn-xpb51Hcpr_bn2uXRDnWdUn-KjkAVCvTgDxJ2dy38dEURkoti9qDyRW96DYKqupT98/w640-h640/barovia.jpeg" width="640" /></a></span></span></span></div><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"><br /><br /><br />Muito antes de </span></span><a data-vet-hash="ireena%20kolyana_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#ireena%20kolyana_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Ireena Kolyana</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , havia uma camponesa de Berez chamada Marina.</span></span></span><p></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
vampiro Strahd conheceu Marina nesta pequena vila às margens do rio
Luna. Marina tinha uma notável semelhança com a amada Tatyana de Strahd,
tanto na aparência quanto nos modos, e ela se tornou a obsessão de
Strahd. Ele a seduziu na calada da noite e festejou com seu sangue, mas
antes que ela pudesse ser transformada em vampira, o burgomestre de
Berez, Lazlo Ulrich, com a ajuda de um padre local chamado Irmão Grigor,
matou Marina para salvar sua alma de condenação. Enfurecido, Strahd
matou o padre e o burgomestre e depois usou seu poder sobre a terra para
encher o rio, inundando a aldeia e forçando os moradores a fugir. Mais
tarde, o pântano invadiu, impedindo o retorno dos aldeões. Berez
permaneceu praticamente abandonado desde então.</span></span></p><div style="text-align: justify;"><div class="rd__wrp-image relative">
<span style="font-size: medium;"><a href="https://5e.tools/img/adventure/CoS/098-cos10-01.webp" rel="noopener noreferrer" target="_blank"><br />
</a></span>
</div></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As ruínas de Berez são agora o lar de </span></span><span style="font-size: medium;"><a data-vet-hash="baba%20lysaga_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#baba%20lysaga_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Baba Lysaga</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (ver </span></span><a data-vet-entry="{"type":"entries","name":"Baba Lysaga","page":228,"id":"75d","entries":["Two women gave life to {@creature Strahd von Zarovich|CoS}. The first was Queen Ravenovia van Roeyen, Strahd's biological mother. The second was the queen's midwife, a devout follower of Mother Night named {@creature Baba Lysaga|CoS}. Although it was the former who raised Strahd and enabled him to follow in his father's footsteps, it was the latter who sensed a potential for greatness and darkness in Strahd surpassing that of any other mortal. Lysaga believed then, as she believes now, that she is Strahd's true mother.",{"type":"entries","id":"75e","entries":[{"type":"entries","name":"Other Mother","page":228,"id":"75f","entries":["When Strahd was still a baby in his crib, {@creature Baba Lysaga|CoS} cast protective spells on him and crept into his nursery on stormy nights to sing magical rhymes to him. She also placed the \"spark of magic\" in him, ensuring that he would become a spellcaster.","{@creature Baba Lysaga|CoS}'s unhealthy attachment to the baby Strahd did not go unnoticed. After she received several disturbing reports, Queen Ravenovia was forced to banish the midwife from the kingdom. Lysaga never saw Strahd again, but she has succeeded in staying alive to witness the triumphs of her beloved boy, who, in her mind, is eternally blessed. Despite the horrors Strahd has wrought, Lysaga still envisions him as the perfect child she delivered into the world. Strahd is the only thing in her life that matters to her."]},{"type":"entries","name":"Mother Nearest","page":228,"id":"760","entries":["During her exile, {@creature Baba Lysaga|CoS} made countless sacrifices to Mother Night, pleading with the goddess to afflict Queen Ravenovia with ill health and visit death upon her. Lysaga eventually got her wish, and after Strahd settled in the valley of Barovia, Lysaga moved as close to him as she dared to.","In the filth-ridden depths of her heart, Lysaga knows that Strahd would never accept her as his true mother, nor could she bear his rejection. As a result, she has never confronted him. She would rather exist in perpetual denial, whiling away the days, months, and years practicing fell magic and looking for ways to help her \"son.\""]},{"type":"entries","name":"Raven Bane","page":228,"id":"761","entries":["{@creature Baba Lysaga|CoS} has allies in Castle Ravenloft—a coven of witches. Through the aid of these witches, Lysaga recently uncovered a potential threat to Strahd: a secret society of wereravens called the Keepers of the Feather, a group that uses ordinary ravens as their spies.","Strahd doesn't consider the wereravens a serious threat, but Lysaga has chosen to make them the bane of her existence. After much searching and scrying, she discovered a wereraven refuge at the Wizard of Wines winery ({@adventure chapter 12|CoS|13}), and she has begun to wage war against it. In addition, she has forged an alliance with the mad druids that haunt Yester Hill ({@adventure chapter 14|CoS|15}), convincing them that she gave birth to Strahd, whom the druids consider a god. With the druids on her side, she expects to rid Barovia of its wereraven menace."]},{"type":"entries","name":"Gifts of Mother Night","page":229,"id":"762","entries":["The goddess Mother Night has bestowed magical gifts on {@creature Baba Lysaga|CoS} as rewards for her ceaseless devotion to Strahd. Her skin has the resilience of stone, she is resistant to harmful magic, and she is shielded against divination magic. Mother Night has also imparted to Lysaga the secret of longevity, which requires her to bathe in the blood of beasts on nights of the new moon. Failure to do so causes Lysaga to age rapidly, becoming mere dust and bones in a matter of seconds."]}]},{"type":"entries","name":"Baba Lysaga's Traits","page":229,"id":"763","entries":[{"type":"entries","name":"Ideal","page":229,"id":"764","entries":["\"No love is greater than a mother's love for her son.\""]},{"type":"entries","name":"Bond","page":229,"id":"765","entries":["\"I am the mother of Strahd. Anyone who disputes this fact can rot.\""]},{"type":"entries","name":"Flaw","page":229,"id":"766","entries":["\"I will not rest until the last of my son's enemies are destroyed.\"",{"type":"image","href":{"type":"internal","path":"adventure/CoS/144-636379873620950408.webp"},"title":"{@creature Baba Lysaga|CoS}","width":745,"height":1000}]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,21,baba%20lysaga,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">apêndice D</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
), uma figura quase mítica ligada ao passado antigo de Strahd. Uma
eremita, ela passa a maior parte do tempo criando e animando espantalhos
para caçar e matar os corvos e os homens-corvo que infestam o domínio
de Strahd. Quando ela não está fazendo magia maligna, </span></span><a data-vet-hash="baba%20lysaga_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#baba%20lysaga_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Baba Lysaga</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
sacrifica feras para a Mãe Noite e coleta seu sangue, depois se banha
no sangue nas noites de lua nova em um ritual para evitar os efeitos da
velhice extrema.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><a data-vet-hash="baba%20lysaga_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#baba%20lysaga_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Baba Lysaga</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> recentemente roubou uma pedra preciosa mágica do vinhedo Wizards of Wines ( </span></span><a href="https://5e.tools/adventure.html#CoS,13"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 12</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
), na esperança de que os lobisomens que protegem o vinhedo tentem
recuperá-la. Ela o mantém em sua cabana como isca para atrair seus
inimigos para a morte. A joia deu à sua cabana uma aparência de vida.</span></span></span></p><div class="rd__quote" style="text-align: justify;"><p class="rd__quote-line rd__quote-line--last"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">“ </span></span><span style="font-size: medium;"><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Eu
não tinha mais nada para dar, exceto o sangue da minha própria vida,
mas era dela que deveria tomá-lo. Ela finalmente seria minha noiva.</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ”</span></span></span></p><p><span style="font-size: medium;"><span class="rd__quote-by"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">— </span></span><a data-vet-hash="strahd%20von%20zarovich_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#strahd%20von%20zarovich_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Strahd von Zarovich</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> em I, Strahd: As Memórias de um Vampiro</span></span></span></span></p></div><hr class="rd__hr rd__hr--section" style="margin-left: 0px; margin-right: 0px; text-align: left;" /><div class="rd__b rd__b--0" style="text-align: justify;"><h1 class="rd__h rd__h--0" data-title-index="2" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Aproximando-se das ruínas</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p161</span></span></span></span></span></h1></div><p style="text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDS0cqyaqC13q2wn07H70eypXdL9UVmxT9d9mF-D60QGrNlgYlz3XJYQMdgj8MVLbjnrW720C0my96DXKqBqdfODhgiMrYH0PfaonXlXPjcN-sbqcV2GwKdybU4XeIeDGSDHxW-nlhUsVAPcdmjxSoSlcXlxQ0MF1V0HYI9xRC-xGlAEehnm5VhyphenhyphenRV_QI/s225/images.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="225" data-original-width="225" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDS0cqyaqC13q2wn07H70eypXdL9UVmxT9d9mF-D60QGrNlgYlz3XJYQMdgj8MVLbjnrW720C0my96DXKqBqdfODhgiMrYH0PfaonXlXPjcN-sbqcV2GwKdybU4XeIeDGSDHxW-nlhUsVAPcdmjxSoSlcXlxQ0MF1V0HYI9xRC-xGlAEehnm5VhyphenhyphenRV_QI/w640-h640/images.jpeg" width="640" /></a></div><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
texto a seguir pressupõe que os personagens se aproximam de Berez pelo
norte, ao longo da trilha que sai da Estrada Velha Svalich. Se eles se
aproximarem de uma direção diferente, não leia a primeira frase.</span></span><p></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
trilha abraça o rio por vários quilômetros. A terra e a grama logo se
transformam em pântano à medida que a trilha se dissolve em terra
esponjosa marcada por juncos altos e poças de água estagnada. Uma
espessa mortalha de neblina cobre tudo. Espalhadas por todo o pântano
estão velhas casas de camponeses, com as paredes cobertas de mofo preto e
os telhados em sua maioria desabados. Essas moradias decrépitas parecem
agachar-se na lama, como se há muito tivessem desistido de escapar da
lama espessa. Para onde quer que você olhe, nuvens negras de moscas
voam, famintas por sangue.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A neblina é muito mais fina do outro lado do rio, onde uma luz brilha em meio a um anel escuro de pedras monolíticas.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
rio varia em profundidade, mas nunca ultrapassa os 3 metros de
profundidade. Muriel Vinshaw, um homem-corvo em forma humana, espreita
em meio ao círculo de pedras monolíticas ( </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"U6. Standing Stones","page":165,"id":"569","entries":[{"type":"insetReadaloud","id":"56a","entries":["A dozen moss-covered menhirs form a near-perfect circle in the spongy earth. These weathered stones range in height from 15 to 18 feet. A couple of them lean inward as if to share some great secret with their inscrutable neighbors. A wary-looking peasant woman lurks behind the tallest stone, a rusty lantern clutched in one gnarled hand and a dagger clutched in the other."]},"The woman is Muriel Vinshaw, a {@creature wereraven|VRGR} (see {@area appendix D|7d5|x}) and friend of the Martikov family (see {@adventure chapters 5|CoS|6} and {@adventure 12|CoS|13}). A resident of Vallaki, Muriel spies on {@creature Baba Lysaga|CoS} for her fellow wereravens. However, she avoids the village proper, preferring to lurk on the outskirts. If the characters allow her to speak, Muriel warns them about the dangers of Berez and arms them with the following information:",{"type":"list","items":["Berez was abandoned long ago after the river rose and flooded the village.","An ancient and powerful hag named {@creature Baba Lysaga|CoS} lives in a hut in the middle of the village. When not in her hut, {@creature Baba Lysaga|CoS} flies around in a giant skull.","The scarecrows of Berez are murderous creatures under the hag's control. They surround {@creature Baba Lysaga|CoS}'s hut and serve as an early warning system.","{@creature Baba Lysaga|CoS} periodically sends her scarecrows to attack the Wizard of Wines, a winery and vineyard west of Berez. She's made enemies of the Martikov family, which owns and operates the winery and vineyard.","The hag has trapped several mountain goats in a pen near the ruins of an old mansion. (Muriel assumes that {@creature Baba Lysaga|CoS} feeds on these animals.)"]},"Muriel avoids combat and flees if attacked. She conceals her lycanthropic nature for as long as possible, and she doesn't willingly identify other wereravens with whom she's acquainted. She can't be persuaded to accompany the characters if they decide to confront {@creature Baba Lysaga|CoS}. However, Muriel knows Barovia well enough to point out other nearby locations that might interest the adventurers, including the ruined mansion of Argynvostholt (see {@adventure chapter 7|CoS|8}) and the ancient burial ground known as Yester Hill (see {@adventure chapter 14|CoS|15}). Muriel grew up hearing stories about the druids of Yester Hill, specifically how they turned away from their ancient beliefs to worship the devil Strahd. Muriel knows that the druids visit the circle of standing stones from time to time, and she does her best to avoid them.",{"type":"entries","name":"Circle of Standing Stones","page":165,"id":"56b","entries":["This ring of menhirs is one of the oldest structures in the Balinok Mountains—older than the Amber Temple, and much older than Castle Ravenloft and the various Barovian settlements scattered throughout the valley. The menhirs were raised by the same ancient folk who carved the megaliths near Old Bonegrinder (see {@adventure chapter 6|CoS|7}). Characters who have seen those megaliths can, with a successful DC 10 Intelligence check, discern rudimentary similarities between those stones and the menhirs arranged here.","The circle is 100 feet across, and the menhirs are spaced apart at regular intervals. The stones located to the north, west, south, and east are taller than the other eight stones, which have weatherworn glyphs carved into them that represent different animals. Characters who inspect the smaller menhirs can discern the following animal shapes carved into them: bear, elk, hawk, goat, owl, panther, raven, and wolf.","The standing stones are nonmagical. However, druid characters who enter the circle can sense that powerful gods once blessed this site, and that it still holds some measure of power. They can also sense one of its properties, namely that creatures within the circle can't be targeted by any divination magic or perceived through magical scrying sensors.","The circle has another property that druid characters can't sense but might discover when they use the Wild Shape feature within the circle's confines. Any druid that uses the Wild Shape feature within the circle gains the maximum number of hit points available to the new form. For example, a druid character using the Wild Shape feature to assume the form of a giant eagle would have 44 ({@dice 4d10 + 4}) hit points while in that form.","At your discretion, the circle might have other strange properties that have been forgotten over time. Although she knows something of the circle's history, Muriel is unaware of its properties."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,11,u6.%20standing%20stones,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área U6</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
) e usa uma lanterna para sinalizar aos heróis. Na vila propriamente
dita, a neblina impede que uma criatura veja qualquer outra criatura ou
objeto a mais de 36 metros de distância.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Alguns trechos de estrada de terra sobreviveram e esses lugares não são </span></span><span style="font-size: medium;"><a data-vet-hash="bookref-quick,3,difficult%20terrain" data-vet-page="quickreference.html" data-vet-source="PHB" href="https://5e.tools/quickreference.html#bookref-quick,3,difficult%20terrain"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">terrenos difíceis</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . O pântano, no entanto, é </span></span><a data-vet-hash="bookref-quick,3,difficult%20terrain" data-vet-page="quickreference.html" data-vet-source="PHB" href="https://5e.tools/quickreference.html#bookref-quick,3,difficult%20terrain"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">um terreno difícil</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
. Sempre que os personagens fazem um descanso curto ou longo no
pântano, mesmo que eles se barricam em um prédio em ruínas, eles são
abordados por </span></span><span class="roller render-roller" data-packed-dice="{"type":"dice","rollable":true,"toRoll":"1d4","displayText":"1d4"}" title="Clique para rolar. SHIFT/CTRL para rolar duas vezes."><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">1d4</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> enxames de moscas famintas (use o bloco de estatísticas </span></span><a data-vet-hash="swarm%20of%20wasps_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#swarm%20of%20wasps_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">enxame de insetos (vespas)</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> no </span></span><a href="https://5e.tools/book.html#MM"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Manual dos Monstros</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ). Os enxames não incomodam os personagens nas </span></span><a data-vet-entry="{"type":"entries","name":"U3. Baba Lysaga's Hut","page":163,"id":"55c","entries":[{"type":"insetReadaloud","id":"55d","entries":["Someone has built a ramshackle wooden hut on the stump of what was once an enormous tree. The rotting roots of the stump thrust up from the mire like the legs of a gigantic spider.","An open doorway is visible on one side of the hut, beneath which floats the upside-down, hollowed-out skull of a giant. Flanking the hut's doorway are two iron cages that dangle like hideous ornaments from the eaves. Scores of ravens are trapped in each one. They squawk and flutter their wings excitedly as you approach."]},{"type":"gallery","images":[{"type":"image","href":{"type":"internal","path":"adventure/CoS/101-cos10-02.jpg"},"title":"Map 10.2: {@creature Baba Lysaga|CoS}'s Creeping Hut","width":1000,"height":1000,"mapRegions":[{"area":"55c","points":[[375,440],[375,684],[618,684],[618,440]]}],"imageType":"map","grid":{"type":"square","size":80,"offsetX":-21,"offsetY":-37},"id":"6be","hrefThumbnail":{"type":"internal","path":"adventure/CoS/thumbnail/101-cos10-02.webp"}},{"type":"image","href":{"type":"internal","path":"adventure/CoS/102-cos1001.jpg"},"title":"Player Version","width":1125,"height":1125,"imageType":"mapPlayer","grid":{"type":"square","size":90,"offsetX":-23,"offsetY":-42},"mapParent":{"id":"6be","autoScale":true}}]},"{@creature Baba Lysaga|CoS} (see {@area appendix D|75d|x}) is inside her hut unless she has been drawn forth by activity elsewhere. The squawks of the birds are music to her ears, but the noise makes it impossible for her to hear anyone approaching. Only the howling of the skulls in {@area area U2|554|x} or sounds of combat nearby are loud enough to be heard over the squawking.","Inside each cage is a {@creature swarm of ravens} that fiercely attacks {@creature Baba Lysaga|CoS} and her {@creature Scarecrow||scarecrows} if released. Each cage is held shut by one of {@creature Baba Lysaga|CoS}'s {@spell arcane lock} spells, and opening it requires a {@spell knock} spell or a successful DC 20 Strength check. A character can also pick the lock with thieves' tools and a successful DC 20 Dexterity check.",{"type":"entries","name":"Giant Skull","page":163,"id":"55e","entries":["The upside-down skull that floats next to the hut is a hill giant's skull that {@creature Baba Lysaga|CoS} has hollowed out and transformed into a vehicle. It hovers in place until {@creature Baba Lysaga|CoS} commands it to fly, which she can do only while inside it. It has a flying speed of 40 feet. No one else can control the skull. A creature inside the skull has three-quarters cover against attacks made from outside the skull. The skull is big enough to hold one Medium creature. It has AC 15, 50 hit points, and immunity to poison and psychic damage."]},{"type":"entries","name":"Hut Interior","page":163,"id":"55f","entries":[{"type":"insetReadaloud","id":"560","entries":["The hut is fifteen feet on a side and packed with old furniture, including a wooden cot, a wicker cabinet, a slender wardrobe, a wooden table, a stool, a barrel-topped wooden chest reinforced with brass bands, and an iron tub stained with blood. In the middle of the room is a ghastly wooden crib with a small, angelic child sitting in it. All the furnishings except for the crib are bolted to the floor. Beneath the crib, green light seeps up through cracks between the rotting floorboards."]},"The child and the crib are illusions created by {@creature Baba Lysaga|CoS} using a {@spell programmed illusion} spell. {@creature Baba Lysaga|CoS} refers to the child as \"Strahd\" and created the illusion out of madness, because she considers herself a protective mother.","Beneath the hut's rotting floorboards is a 3-foot-deep cavity containing the magic, green-glowing gem that {@creature Baba Lysaga|CoS} took from the Wizard of the Wines winery. This gem animates the hut (see \"{@area The Creeping Hut|56d|x}\" in the \"Special Events\" section below). The floorboards can be ripped up or smashed with a successful DC 14 Strength check. Characters can also break through the floor by dealing 10 damage to it. The hut doesn't give up the gemstone easily, however (see \"{@area Baba Lysaga's Creeping Hut|753|x}\" in appendix D). If the gem is destroyed or removed from the cavity, the hut becomes {@condition incapacitated}.","{@creature Baba Lysaga|CoS} keeps soiled robes in the wardrobe and assorted spell components in the wicker cabinet. The tub is where she ritually bathes in blood to prevent aging (see \"{@area Gifts of Mother Night|75d|x}\" in the \"{@creature Baba Lysaga|CoS}\" section in {@area appendix D|75d|x}). If the characters approach the hut at an appropriate time without being noticed, they can see {@creature Baba Lysaga|CoS} bathing."]},{"type":"entries","name":"Treasure","page":163,"id":"561","entries":["The wooden chest in the hut is protected by a {@spell glyph of warding} that requires a successful DC 17 Intelligence ({@skill Investigation}) check to find. The glyph deals {@dice 5d8} thunder damage when triggered. Opening the lid releases four {@creature Crawling Claw||crawling claws} that fight until destroyed. Also contained in the chest are various items that {@creature Baba Lysaga|CoS} has taken from dead adventurers over the years:",{"type":"list","items":["1,300 gp","Five 500 gp gemstones","A vial containing {@item oil of sharpness}","Two {@item Spell Scroll||spell scrolls} ({@spell mass cure wounds} and {@spell revivify})","A pouch containing ten {@item +1 Sling Bullet||+1 sling bullets}","A set of {@item pipes of haunting}","A {@item Stone of Good Luck||stone of good luck (luckstone)}"]}]},{"type":"entries","name":"Fortunes of Ravenloft","page":163,"id":"562","entries":["If your card reading reveals that a treasure is here, it's in the chest with the other items."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,11,u3.%20baba%20lysaga's%20hut,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">áreas U3</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ou </span></span><a data-vet-entry="{"type":"entries","name":"U5. Marina's Monument","page":164,"id":"565","entries":["Strahd had this monument erected after Marina's death. The monument is hidden in the marsh, and the characters aren't likely to find it on their own unless they scour the area thoroughly. If they lay Burgomaster Ulrich's spirit to rest (see {@area area U2|554|x}), it points them to this location before fading away. Without Ulrich's guidance, the characters must enter the square in which the monument is located and search that area. A character who searches the area for 10 minutes can make a DC 15 Wisdom ({@skill Perception}) check, finding the monument on a success. If the monument isn't found, the check can be repeated after another 10 minutes of searching.","The following boxed text assumes that the characters have met {@creature Ireena Kolyana|CoS}. If they have not, don't read the sentence that mentions her.",{"type":"insetReadaloud","id":"566","entries":["Hidden by the fog and elevated a few feet above the surrounding marsh is a raised plot of land, barely ten feet on a side, enclosed by a disintegrating iron fence. In the center of the plot is a life-sized stone monument carved in the likeness of a kneeling peasant girl clutching a rose. Although her features are gray and weatherworn, she bears a striking resemblance to {@creature Ireena Kolyana|CoS}. Carved into the monument's base is an epitaph."]},"The epitaph reads as follows: Marina, Taken by the Mists.",{"type":"entries","name":"Fortunes of Ravenloft","page":165,"id":"567","entries":["If your card reading reveals that a treasure is here, it is hidden in a cavity underneath the monument, which can be tipped over or moved aside by someone who makes a successful DC 15 Strength check.","If the characters disturb the monument, read:",{"type":"insetReadaloud","id":"568","entries":["The croaking frogs and chirping crickets fall silent, and the stench of decay grows strong. You hear the trudge of heavy footsteps through mud and water as bloated gray shapes shamble out of the fog."]},"Seven distended human corpses have risen from the mire west of the monument. These {@creature Walking Corpse|CoS|walking corpses} are 60 feet away when first seen. Use the {@creature commoner} statistics for the corpses, but reduce their walking speed to 20 feet and give them immunity to the {@condition charmed} and {@condition frightened} conditions. When a corpse is reduced to 0 hit points, it splits open, disgorging a {@creature swarm of poisonous snakes}. The snakes are hungry and fight until slain.","Characters can take the treasure and flee, easily outpacing the snake-swollen corpses."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,11,u5.%20marina's%20monument,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">U5</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="3" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Espantalhos do Pântano</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p162</span></span></span></span></span></h2></div><div class="rd__b rd__b--0" style="text-align: justify;"><div class="rd__b rd__b--1"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Sete </span></span><span style="font-size: medium;"><a data-vet-hash="scarecrow_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#scarecrow_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">espantalhos</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
montam guarda no pântano. Eles parecem ser espantalhos comuns e
não-mágicos recheados com penas de corvo até que um ou mais deles sejam
atacados, até que </span></span><a data-vet-hash="baba%20lysaga_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#baba%20lysaga_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Baba Lysaga</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> os ordene a atacar, ou até que alguém ative os crânios uivantes que cercam o cercado de cabras de </span></span><a data-vet-hash="baba%20lysaga_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#baba%20lysaga_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Baba Lysaga</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (veja </span></span><a data-vet-entry="{"type":"entries","name":"U2. Ulrich Mansion","page":162,"id":"554","entries":[{"type":"insetReadaloud","id":"555","entries":["Toward the south end of the village lie the remains of a mansion built on higher ground. It has been reduced to piles of stone and rotting timber. Empty, arched windows stare at you. South of the ruin, an untamed garden runs rampant, surrounded by broken walls that are no longer able to contain it. East of the ruin, someone has erected a crude wooden fence, forming a circular yard in which several goats are penned. Surmounting the fence posts are human skulls."]},"The ruined mansion is littered with the rotted remains of furniture and decor. The last burgomaster of Berez, Lazlo Ulrich, haunts the ruin as a {@creature ghost}. If the characters search the mansion, the ghost appears before them:",{"type":"insetReadaloud","id":"556","entries":["A ghost takes shape in the fog, assuming the form of a giant of a man, his features mutilated and his entrails hanging out like frayed ropes. Despite its intimidating presence, the apparition has a cringing light in its eyes. \"Why do you invade my home? Begone, I beseech you!\""]},"Strahd refuses to let Burgomaster Ulrich's spirit find rest because of what he did to poor Marina. The ghost recounts Marina's sad tale if prompted. Only by convincing Ulrich that Marina has been reborn in the form of {@creature Ireena Kolyana|CoS} can the characters put the tortured spirit to rest. The ghost must see Ireena in the flesh, and it can't travel beyond the confines of the crumbled mansion.","Ulrich's ghost is neutral good. It attacks if threatened or if the characters begin searching the ruined mansion for treasure. If the ghost is reduced to 0 hit points, it re-forms after 24 hours. The characters receive experience points for the ghost only if they lay Ulrich's spirit to rest, not if they defeat the ghost in combat.",{"type":"entries","name":"Fortunes of Ravenloft","page":162,"id":"557","entries":["If your card reading reveals that a treasure is hidden in Berez, Ulrich's ghost points the characters to the treasure's true location, saying these words as it fades away:",{"type":"insetReadaloud","id":"558","entries":["\"Travel west. Two hundred paces from the mansion lies a monument to my folly and the treasure you seek.\""]},"Characters who follow Ulrich's directions end up at {@area area U5|565|x}."]},{"type":"entries","name":"Cellar","page":162,"id":"559","entries":["Buried under rubble inside the mansion is a stone staircase that leads down to an intact cellar. A single character can clear the rubble in 4 hours, and multiple characters working together can reduce the time proportionately. The cellar is a 30-foot-square room with mortared stone walls, a 10-foot-high ceiling supported by wooden beams, and a floor submerged under 3 inches of stagnant water. The cellar contains two dozen empty, rotted casks from the Wizard of Wines winery. Each cask is labeled Champagne du le Stomp."]},{"type":"entries","name":"Garden","page":162,"id":"55a","entries":["The garden behind the ruined mansion has run wild. Hidden behind tall weeds and thorny vines are nude sculptures of handsome men and beautiful women, as well as carved stone benches.","Four {@creature Giant Poisonous Snake||giant poisonous snakes} attack characters who venture more than 10 feet inside the garden."]},{"type":"entries","name":"Goat Pen","page":162,"id":"55b","entries":["{@creature Baba Lysaga|CoS} captures goats and uses their blood in her rituals of longevity. Nine {@creature Goat||goats} are trapped behind this fence. Fifty human skulls are mounted on the tops of the fence posts, spaced 10 feet apart.","There is no gate in the fence, and {@creature Baba Lysaga|CoS} uses her flying skull (see {@area area U3|55c|x}) to enter and leave the pen. If the characters try to set the goats free by dismantling or damaging part of the fence, the skulls atop the fence posts begin howling and continue to howl for 1 minute. The racket attracts {@creature Baba Lysaga|CoS}, who arrives in her flying skull on initiative count 20 in 2 rounds. The howling skulls also attract the seven {@creature Scarecrow||scarecrows} in the marsh (see \"{@area Marsh Scarecrows|550|x}\" above). Roll initiative once for all the scarecrows."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,11,u2.%20ulrich%20mansion,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">a área U2</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p></div></div><hr class="rd__hr rd__hr--section" style="margin-left: 0px; margin-right: 0px; text-align: left;" /><div class="rd__b rd__b--0" style="text-align: justify;"><h1 class="rd__h rd__h--0" data-title-index="4" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Áreas de Berez</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p162</span></span></span></span></span><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxMyW0QQQwma7eh1pPt-VbnueU4hrcGW1eK1_wgg393QS_UcJnlFLnR3GDzeEJeDraYNatM9JZRrsDkIvesrz-Vu1Tp5bw9ig2NpkfoTtRqRWn5v9qJW-xxQwU6lE3AYZLIJGqfl1rdj4yMfnctqec093MIjeGf77_aPgKmC7CDFEDOlhR1zoy5vWhSFU/s311/strahd.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="162" data-original-width="311" height="333" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxMyW0QQQwma7eh1pPt-VbnueU4hrcGW1eK1_wgg393QS_UcJnlFLnR3GDzeEJeDraYNatM9JZRrsDkIvesrz-Vu1Tp5bw9ig2NpkfoTtRqRWn5v9qJW-xxQwU6lE3AYZLIJGqfl1rdj4yMfnctqec093MIjeGf77_aPgKmC7CDFEDOlhR1zoy5vWhSFU/w640-h333/strahd.JPG" width="640" /></a></div></h1></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As áreas a seguir correspondem aos rótulos no mapa de Berez abaixo.</span></span></p><div class="rd__wrp-gallery" style="text-align: justify;"><div class="rd__wrp-gallery-image"><div class="rd__wrp-image relative" data-title-index="5">
<span style="font-size: medium;"><a href="https://5e.tools/img/adventure/CoS/099-026.jpg" rel="noopener noreferrer" target="_blank" title="Mapa 10.1: As Ruínas de Berez (Área U)"><br />
</a></span>
</div></div></div><div class="rd__wrp-gallery" style="text-align: justify;"><div class="rd__wrp-gallery-image"><div class="rd__wrp-image relative" data-title-index="6">
<span style="font-size: medium;"><a href="https://5e.tools/img/adventure/CoS/100-cos1002.jpg" rel="noopener noreferrer" target="_blank" title="Versão do jogador"><br />
</a></span>
</div><div class="rd__image-title"><div class="rd__image-title-inner"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Versão do jogador</span></span></div></div></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="7" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">U1. Casas Abandonadas</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p162</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Ao
se aproximar deste aglomerado de casas em ruínas separadas por muros
baixos de pedra, você vê um pequeno trecho de estrada de terra que
permaneceu intacto.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os
chalés contêm móveis podres e nada de valor. As paredes que separam os
chalés têm 3 metros de altura e são facilmente escalonadas ou
contornadas.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="8" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">U2. Mansão Ulrich</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p162</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">No
extremo sul da aldeia encontram-se os restos de uma mansão construída
em terreno mais elevado. Foi reduzido a pilhas de pedra e madeira podre.
Janelas vazias e arqueadas olham para você. Ao sul das ruínas, um
jardim selvagem corre desenfreado, cercado por muros quebrados que não
conseguem mais contê-lo. A leste das ruínas, alguém ergueu uma tosca
cerca de madeira, formando um pátio circular onde estão confinadas
várias cabras. Acima dos postes da cerca estão crânios humanos.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
mansão em ruínas está repleta de restos podres de móveis e decoração. O
último burgomestre de Berez, Lazlo Ulrich, assombra as ruínas como um </span></span><span style="font-size: medium;"><a data-vet-hash="ghost_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#ghost_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">fantasma</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . Se os personagens vasculharem a mansão, o fantasma aparecerá diante deles:</span></span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um
fantasma toma forma na neblina, assumindo a forma de um homem gigante,
com feições mutiladas e entranhas penduradas como cordas desgastadas.
Apesar de sua presença intimidadora, a aparição tem uma luz assustadora
nos olhos. "Por que você invade minha casa? Vá embora, eu te imploro!"</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Strahd
se recusa a deixar o espírito do Burgomestre Ulrich descansar por causa
do que ele fez à pobre Marina. O fantasma conta a triste história de
Marina, se solicitado. Somente convencendo Ulrich de que Marina renasceu
na forma de </span></span><span style="font-size: medium;"><a data-vet-hash="ireena%20kolyana_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#ireena%20kolyana_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Ireena Kolyana</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
os personagens poderão descansar o espírito torturado. O fantasma deve
ver Ireena em carne e osso e não pode viajar além dos limites da mansão
em ruínas.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
fantasma de Ulrich é neutro e bom. Ele ataca se for ameaçado ou se os
personagens começarem a procurar tesouros na mansão em ruínas. Se o
fantasma for reduzido a 0 pontos de vida, ele se formará novamente após
24 horas. Os personagens recebem pontos de experiência pelo fantasma
apenas se colocarem o espírito de Ulrich para descansar, e não se
derrotarem o fantasma em combate.</span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="9" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Fortunas de Ravenloft</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p162</span></span></span></span></span></h3></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se
a leitura da sua carta revelar que um tesouro está escondido em Berez, o
fantasma de Ulrich aponta aos personagens a verdadeira localização do
tesouro, dizendo estas palavras enquanto ele desaparece:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--2" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">"Viaje para o oeste. A duzentos passos da mansão está um monumento à minha loucura e ao tesouro que você procura."</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Personagens que seguem as instruções de Ulrich acabam na </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"U5. Marina's Monument","page":164,"id":"565","entries":["Strahd had this monument erected after Marina's death. The monument is hidden in the marsh, and the characters aren't likely to find it on their own unless they scour the area thoroughly. If they lay Burgomaster Ulrich's spirit to rest (see {@area area U2|554|x}), it points them to this location before fading away. Without Ulrich's guidance, the characters must enter the square in which the monument is located and search that area. A character who searches the area for 10 minutes can make a DC 15 Wisdom ({@skill Perception}) check, finding the monument on a success. If the monument isn't found, the check can be repeated after another 10 minutes of searching.","The following boxed text assumes that the characters have met {@creature Ireena Kolyana|CoS}. If they have not, don't read the sentence that mentions her.",{"type":"insetReadaloud","id":"566","entries":["Hidden by the fog and elevated a few feet above the surrounding marsh is a raised plot of land, barely ten feet on a side, enclosed by a disintegrating iron fence. In the center of the plot is a life-sized stone monument carved in the likeness of a kneeling peasant girl clutching a rose. Although her features are gray and weatherworn, she bears a striking resemblance to {@creature Ireena Kolyana|CoS}. Carved into the monument's base is an epitaph."]},"The epitaph reads as follows: Marina, Taken by the Mists.",{"type":"entries","name":"Fortunes of Ravenloft","page":165,"id":"567","entries":["If your card reading reveals that a treasure is here, it is hidden in a cavity underneath the monument, which can be tipped over or moved aside by someone who makes a successful DC 15 Strength check.","If the characters disturb the monument, read:",{"type":"insetReadaloud","id":"568","entries":["The croaking frogs and chirping crickets fall silent, and the stench of decay grows strong. You hear the trudge of heavy footsteps through mud and water as bloated gray shapes shamble out of the fog."]},"Seven distended human corpses have risen from the mire west of the monument. These {@creature Walking Corpse|CoS|walking corpses} are 60 feet away when first seen. Use the {@creature commoner} statistics for the corpses, but reduce their walking speed to 20 feet and give them immunity to the {@condition charmed} and {@condition frightened} conditions. When a corpse is reduced to 0 hit points, it splits open, disgorging a {@creature swarm of poisonous snakes}. The snakes are hungry and fight until slain.","Characters can take the treasure and flee, easily outpacing the snake-swollen corpses."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,11,u5.%20marina's%20monument,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área U5</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="10" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Porão</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p162</span></span></span></span></span></h3></div><div class="rd__b rd__b--2" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Enterrada
sob os escombros dentro da mansão está uma escada de pedra que leva a
um porão intacto. Um único personagem pode limpar os escombros em 4
horas, e vários personagens trabalhando juntos podem reduzir o tempo
proporcionalmente. A adega é uma sala de 30 pés quadrados com paredes de
pedra argamassada, teto de 3 metros de altura sustentado por vigas de
madeira e piso submerso em 7 centímetros de água estagnada. A adega
contém duas dúzias de barris vazios e podres da vinícola Wizard of
Wines. Cada barril é rotulado como Champagne du le Stomp.</span></span></p></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="11" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Jardim</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p162</span></span></span></span></span></h3></div><div class="rd__b rd__b--2" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
jardim atrás da mansão em ruínas está selvagem. Escondidas atrás de
ervas daninhas altas e vinhas espinhosas estão esculturas nuas de homens
bonitos e mulheres bonitas, bem como bancos de pedra esculpida.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Quatro </span></span><span style="font-size: medium;"><a data-vet-hash="giant%20poisonous%20snake_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#giant%20poisonous%20snake_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">cobras venenosas gigantes</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> atacam personagens que se aventuram a mais de 3 metros dentro do jardim.</span></span></span></p></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="12" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Canil de Cabra</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p162</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium;"><a data-vet-hash="baba%20lysaga_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#baba%20lysaga_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Baba Lysaga</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> captura cabras e usa seu sangue em seus rituais de longevidade. Nove </span></span><a data-vet-hash="goat_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#goat_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">cabras</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> estão presas atrás desta cerca. Cinquenta crânios humanos estão montados no topo dos postes da cerca, separados por 3 metros.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Não há portão na cerca e </span></span><span style="font-size: medium;"><a data-vet-hash="baba%20lysaga_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#baba%20lysaga_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Baba Lysaga</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> usa sua caveira voadora (veja </span></span><a data-vet-entry="{"type":"entries","name":"U3. Baba Lysaga's Hut","page":163,"id":"55c","entries":[{"type":"insetReadaloud","id":"55d","entries":["Someone has built a ramshackle wooden hut on the stump of what was once an enormous tree. The rotting roots of the stump thrust up from the mire like the legs of a gigantic spider.","An open doorway is visible on one side of the hut, beneath which floats the upside-down, hollowed-out skull of a giant. Flanking the hut's doorway are two iron cages that dangle like hideous ornaments from the eaves. Scores of ravens are trapped in each one. They squawk and flutter their wings excitedly as you approach."]},{"type":"gallery","images":[{"type":"image","href":{"type":"internal","path":"adventure/CoS/101-cos10-02.jpg"},"title":"Map 10.2: {@creature Baba Lysaga|CoS}'s Creeping Hut","width":1000,"height":1000,"mapRegions":[{"area":"55c","points":[[375,440],[375,684],[618,684],[618,440]]}],"imageType":"map","grid":{"type":"square","size":80,"offsetX":-21,"offsetY":-37},"id":"6be","hrefThumbnail":{"type":"internal","path":"adventure/CoS/thumbnail/101-cos10-02.webp"}},{"type":"image","href":{"type":"internal","path":"adventure/CoS/102-cos1001.jpg"},"title":"Player Version","width":1125,"height":1125,"imageType":"mapPlayer","grid":{"type":"square","size":90,"offsetX":-23,"offsetY":-42},"mapParent":{"id":"6be","autoScale":true}}]},"{@creature Baba Lysaga|CoS} (see {@area appendix D|75d|x}) is inside her hut unless she has been drawn forth by activity elsewhere. The squawks of the birds are music to her ears, but the noise makes it impossible for her to hear anyone approaching. Only the howling of the skulls in {@area area U2|554|x} or sounds of combat nearby are loud enough to be heard over the squawking.","Inside each cage is a {@creature swarm of ravens} that fiercely attacks {@creature Baba Lysaga|CoS} and her {@creature Scarecrow||scarecrows} if released. Each cage is held shut by one of {@creature Baba Lysaga|CoS}'s {@spell arcane lock} spells, and opening it requires a {@spell knock} spell or a successful DC 20 Strength check. A character can also pick the lock with thieves' tools and a successful DC 20 Dexterity check.",{"type":"entries","name":"Giant Skull","page":163,"id":"55e","entries":["The upside-down skull that floats next to the hut is a hill giant's skull that {@creature Baba Lysaga|CoS} has hollowed out and transformed into a vehicle. It hovers in place until {@creature Baba Lysaga|CoS} commands it to fly, which she can do only while inside it. It has a flying speed of 40 feet. No one else can control the skull. A creature inside the skull has three-quarters cover against attacks made from outside the skull. The skull is big enough to hold one Medium creature. It has AC 15, 50 hit points, and immunity to poison and psychic damage."]},{"type":"entries","name":"Hut Interior","page":163,"id":"55f","entries":[{"type":"insetReadaloud","id":"560","entries":["The hut is fifteen feet on a side and packed with old furniture, including a wooden cot, a wicker cabinet, a slender wardrobe, a wooden table, a stool, a barrel-topped wooden chest reinforced with brass bands, and an iron tub stained with blood. In the middle of the room is a ghastly wooden crib with a small, angelic child sitting in it. All the furnishings except for the crib are bolted to the floor. Beneath the crib, green light seeps up through cracks between the rotting floorboards."]},"The child and the crib are illusions created by {@creature Baba Lysaga|CoS} using a {@spell programmed illusion} spell. {@creature Baba Lysaga|CoS} refers to the child as \"Strahd\" and created the illusion out of madness, because she considers herself a protective mother.","Beneath the hut's rotting floorboards is a 3-foot-deep cavity containing the magic, green-glowing gem that {@creature Baba Lysaga|CoS} took from the Wizard of the Wines winery. This gem animates the hut (see \"{@area The Creeping Hut|56d|x}\" in the \"Special Events\" section below). The floorboards can be ripped up or smashed with a successful DC 14 Strength check. Characters can also break through the floor by dealing 10 damage to it. The hut doesn't give up the gemstone easily, however (see \"{@area Baba Lysaga's Creeping Hut|753|x}\" in appendix D). If the gem is destroyed or removed from the cavity, the hut becomes {@condition incapacitated}.","{@creature Baba Lysaga|CoS} keeps soiled robes in the wardrobe and assorted spell components in the wicker cabinet. The tub is where she ritually bathes in blood to prevent aging (see \"{@area Gifts of Mother Night|75d|x}\" in the \"{@creature Baba Lysaga|CoS}\" section in {@area appendix D|75d|x}). If the characters approach the hut at an appropriate time without being noticed, they can see {@creature Baba Lysaga|CoS} bathing."]},{"type":"entries","name":"Treasure","page":163,"id":"561","entries":["The wooden chest in the hut is protected by a {@spell glyph of warding} that requires a successful DC 17 Intelligence ({@skill Investigation}) check to find. The glyph deals {@dice 5d8} thunder damage when triggered. Opening the lid releases four {@creature Crawling Claw||crawling claws} that fight until destroyed. Also contained in the chest are various items that {@creature Baba Lysaga|CoS} has taken from dead adventurers over the years:",{"type":"list","items":["1,300 gp","Five 500 gp gemstones","A vial containing {@item oil of sharpness}","Two {@item Spell Scroll||spell scrolls} ({@spell mass cure wounds} and {@spell revivify})","A pouch containing ten {@item +1 Sling Bullet||+1 sling bullets}","A set of {@item pipes of haunting}","A {@item Stone of Good Luck||stone of good luck (luckstone)}"]}]},{"type":"entries","name":"Fortunes of Ravenloft","page":163,"id":"562","entries":["If your card reading reveals that a treasure is here, it's in the chest with the other items."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,11,u3.%20baba%20lysaga's%20hut,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">a área U3</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
) para entrar e sair do cercado. Se os personagens tentarem libertar as
cabras desmontando ou danificando parte da cerca, os crânios no topo
dos postes da cerca começam a uivar e continuam a uivar por 1 minuto. A
raquete atrai </span></span><a data-vet-hash="baba%20lysaga_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#baba%20lysaga_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Baba Lysaga</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , que chega em sua caveira voadora na contagem de iniciativa 20 em 2 rodadas. Os crânios uivantes também atraem os sete </span></span><a data-vet-hash="scarecrow_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#scarecrow_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">espantalhos</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> no pântano (veja " </span></span><a data-vet-entry="{"type":"entries","name":"Marsh Scarecrows","page":162,"id":"550","entries":["Seven {@creature Scarecrow||scarecrows} stand guard in the marsh. They appear to be ordinary, nonmagical scarecrows stuffed with raven feathers until one or more of them are attacked, until {@creature Baba Lysaga|CoS} commands them to attack, or until someone activates the howling skulls that surround {@creature Baba Lysaga|CoS}'s goat pen (see {@area area U2|554|x})."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,11,marsh%20scarecrows,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Espantalhos do Pântano</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> " acima). Role a iniciativa uma vez para todos os espantalhos.</span></span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="13" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">U3. Cabana de Baba Lysaga</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p163</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Alguém
construiu uma cabana de madeira em ruínas no toco do que antes era uma
enorme árvore. As raízes podres do toco ergueram-se da lama como as
pernas de uma aranha gigantesca.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma
porta aberta é visível em um lado da cabana, abaixo da qual flutua o
crânio oco de cabeça para baixo de um gigante. Flanqueando a porta da
cabana há duas gaiolas de ferro que pendem dos beirais como ornamentos
horríveis. Dezenas de corvos estão presos em cada um deles. Eles gritam e
batem as asas com entusiasmo quando você se aproxima.</span></span></p></div><div class="rd__wrp-gallery" style="text-align: justify;"><div class="rd__wrp-gallery-image"><div class="rd__wrp-image relative" data-title-index="14">
<span style="font-size: medium;"><a href="https://5e.tools/img/adventure/CoS/101-cos10-02.jpg" rel="noopener noreferrer" target="_blank" title="Mapa 10.2: Cabana Rastejante de Baba Lysaga"><br />
</a></span>
</div></div></div><div class="rd__wrp-gallery" style="text-align: justify;"><div class="rd__wrp-gallery-image"><div class="rd__wrp-image relative" data-title-index="15">
<span style="font-size: medium;"><a href="https://5e.tools/img/adventure/CoS/102-cos1001.jpg" rel="noopener noreferrer" target="_blank" title="Versão do jogador"><br />
</a></span>
</div><div class="rd__image-title"><div class="rd__image-title-inner"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Versão do jogador</span></span></div></div></div></div><p style="text-align: justify;"><span style="font-size: medium;"><a data-vet-hash="baba%20lysaga_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#baba%20lysaga_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Baba Lysaga</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (ver </span></span><a data-vet-entry="{"type":"entries","name":"Baba Lysaga","page":228,"id":"75d","entries":["Two women gave life to {@creature Strahd von Zarovich|CoS}. The first was Queen Ravenovia van Roeyen, Strahd's biological mother. The second was the queen's midwife, a devout follower of Mother Night named {@creature Baba Lysaga|CoS}. Although it was the former who raised Strahd and enabled him to follow in his father's footsteps, it was the latter who sensed a potential for greatness and darkness in Strahd surpassing that of any other mortal. Lysaga believed then, as she believes now, that she is Strahd's true mother.",{"type":"entries","id":"75e","entries":[{"type":"entries","name":"Other Mother","page":228,"id":"75f","entries":["When Strahd was still a baby in his crib, {@creature Baba Lysaga|CoS} cast protective spells on him and crept into his nursery on stormy nights to sing magical rhymes to him. She also placed the \"spark of magic\" in him, ensuring that he would become a spellcaster.","{@creature Baba Lysaga|CoS}'s unhealthy attachment to the baby Strahd did not go unnoticed. After she received several disturbing reports, Queen Ravenovia was forced to banish the midwife from the kingdom. Lysaga never saw Strahd again, but she has succeeded in staying alive to witness the triumphs of her beloved boy, who, in her mind, is eternally blessed. Despite the horrors Strahd has wrought, Lysaga still envisions him as the perfect child she delivered into the world. Strahd is the only thing in her life that matters to her."]},{"type":"entries","name":"Mother Nearest","page":228,"id":"760","entries":["During her exile, {@creature Baba Lysaga|CoS} made countless sacrifices to Mother Night, pleading with the goddess to afflict Queen Ravenovia with ill health and visit death upon her. Lysaga eventually got her wish, and after Strahd settled in the valley of Barovia, Lysaga moved as close to him as she dared to.","In the filth-ridden depths of her heart, Lysaga knows that Strahd would never accept her as his true mother, nor could she bear his rejection. As a result, she has never confronted him. She would rather exist in perpetual denial, whiling away the days, months, and years practicing fell magic and looking for ways to help her \"son.\""]},{"type":"entries","name":"Raven Bane","page":228,"id":"761","entries":["{@creature Baba Lysaga|CoS} has allies in Castle Ravenloft—a coven of witches. Through the aid of these witches, Lysaga recently uncovered a potential threat to Strahd: a secret society of wereravens called the Keepers of the Feather, a group that uses ordinary ravens as their spies.","Strahd doesn't consider the wereravens a serious threat, but Lysaga has chosen to make them the bane of her existence. After much searching and scrying, she discovered a wereraven refuge at the Wizard of Wines winery ({@adventure chapter 12|CoS|13}), and she has begun to wage war against it. In addition, she has forged an alliance with the mad druids that haunt Yester Hill ({@adventure chapter 14|CoS|15}), convincing them that she gave birth to Strahd, whom the druids consider a god. With the druids on her side, she expects to rid Barovia of its wereraven menace."]},{"type":"entries","name":"Gifts of Mother Night","page":229,"id":"762","entries":["The goddess Mother Night has bestowed magical gifts on {@creature Baba Lysaga|CoS} as rewards for her ceaseless devotion to Strahd. Her skin has the resilience of stone, she is resistant to harmful magic, and she is shielded against divination magic. Mother Night has also imparted to Lysaga the secret of longevity, which requires her to bathe in the blood of beasts on nights of the new moon. Failure to do so causes Lysaga to age rapidly, becoming mere dust and bones in a matter of seconds."]}]},{"type":"entries","name":"Baba Lysaga's Traits","page":229,"id":"763","entries":[{"type":"entries","name":"Ideal","page":229,"id":"764","entries":["\"No love is greater than a mother's love for her son.\""]},{"type":"entries","name":"Bond","page":229,"id":"765","entries":["\"I am the mother of Strahd. Anyone who disputes this fact can rot.\""]},{"type":"entries","name":"Flaw","page":229,"id":"766","entries":["\"I will not rest until the last of my son's enemies are destroyed.\"",{"type":"image","href":{"type":"internal","path":"adventure/CoS/144-636379873620950408.webp"},"title":"{@creature Baba Lysaga|CoS}","width":745,"height":1000}]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,21,baba%20lysaga,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">apêndice D</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
) está dentro de sua cabana, a menos que tenha sido atraída por
atividades em outro lugar. Os grasnidos dos pássaros são música para
seus ouvidos, mas o barulho impossibilita que ela ouça alguém se
aproximando. Apenas o uivo dos crânios na </span></span><a data-vet-entry="{"type":"entries","name":"U2. Ulrich Mansion","page":162,"id":"554","entries":[{"type":"insetReadaloud","id":"555","entries":["Toward the south end of the village lie the remains of a mansion built on higher ground. It has been reduced to piles of stone and rotting timber. Empty, arched windows stare at you. South of the ruin, an untamed garden runs rampant, surrounded by broken walls that are no longer able to contain it. East of the ruin, someone has erected a crude wooden fence, forming a circular yard in which several goats are penned. Surmounting the fence posts are human skulls."]},"The ruined mansion is littered with the rotted remains of furniture and decor. The last burgomaster of Berez, Lazlo Ulrich, haunts the ruin as a {@creature ghost}. If the characters search the mansion, the ghost appears before them:",{"type":"insetReadaloud","id":"556","entries":["A ghost takes shape in the fog, assuming the form of a giant of a man, his features mutilated and his entrails hanging out like frayed ropes. Despite its intimidating presence, the apparition has a cringing light in its eyes. \"Why do you invade my home? Begone, I beseech you!\""]},"Strahd refuses to let Burgomaster Ulrich's spirit find rest because of what he did to poor Marina. The ghost recounts Marina's sad tale if prompted. Only by convincing Ulrich that Marina has been reborn in the form of {@creature Ireena Kolyana|CoS} can the characters put the tortured spirit to rest. The ghost must see Ireena in the flesh, and it can't travel beyond the confines of the crumbled mansion.","Ulrich's ghost is neutral good. It attacks if threatened or if the characters begin searching the ruined mansion for treasure. If the ghost is reduced to 0 hit points, it re-forms after 24 hours. The characters receive experience points for the ghost only if they lay Ulrich's spirit to rest, not if they defeat the ghost in combat.",{"type":"entries","name":"Fortunes of Ravenloft","page":162,"id":"557","entries":["If your card reading reveals that a treasure is hidden in Berez, Ulrich's ghost points the characters to the treasure's true location, saying these words as it fades away:",{"type":"insetReadaloud","id":"558","entries":["\"Travel west. Two hundred paces from the mansion lies a monument to my folly and the treasure you seek.\""]},"Characters who follow Ulrich's directions end up at {@area area U5|565|x}."]},{"type":"entries","name":"Cellar","page":162,"id":"559","entries":["Buried under rubble inside the mansion is a stone staircase that leads down to an intact cellar. A single character can clear the rubble in 4 hours, and multiple characters working together can reduce the time proportionately. The cellar is a 30-foot-square room with mortared stone walls, a 10-foot-high ceiling supported by wooden beams, and a floor submerged under 3 inches of stagnant water. The cellar contains two dozen empty, rotted casks from the Wizard of Wines winery. Each cask is labeled Champagne du le Stomp."]},{"type":"entries","name":"Garden","page":162,"id":"55a","entries":["The garden behind the ruined mansion has run wild. Hidden behind tall weeds and thorny vines are nude sculptures of handsome men and beautiful women, as well as carved stone benches.","Four {@creature Giant Poisonous Snake||giant poisonous snakes} attack characters who venture more than 10 feet inside the garden."]},{"type":"entries","name":"Goat Pen","page":162,"id":"55b","entries":["{@creature Baba Lysaga|CoS} captures goats and uses their blood in her rituals of longevity. Nine {@creature Goat||goats} are trapped behind this fence. Fifty human skulls are mounted on the tops of the fence posts, spaced 10 feet apart.","There is no gate in the fence, and {@creature Baba Lysaga|CoS} uses her flying skull (see {@area area U3|55c|x}) to enter and leave the pen. If the characters try to set the goats free by dismantling or damaging part of the fence, the skulls atop the fence posts begin howling and continue to howl for 1 minute. The racket attracts {@creature Baba Lysaga|CoS}, who arrives in her flying skull on initiative count 20 in 2 rounds. The howling skulls also attract the seven {@creature Scarecrow||scarecrows} in the marsh (see \"{@area Marsh Scarecrows|550|x}\" above). Roll initiative once for all the scarecrows."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,11,u2.%20ulrich%20mansion,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área U2</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ou os sons de combate próximos são altos o suficiente para serem ouvidos acima dos gritos.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Dentro de cada gaiola há um </span></span><span style="font-size: medium;"><a data-vet-hash="swarm%20of%20ravens_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#swarm%20of%20ravens_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">enxame de corvos</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> que ataca ferozmente </span></span><a data-vet-hash="baba%20lysaga_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#baba%20lysaga_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Baba Lysaga</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e seus </span></span><a data-vet-hash="scarecrow_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#scarecrow_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">espantalhos</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> se forem soltos. Cada gaiola é mantida fechada por um dos feitiços </span><a data-vet-hash="arcane%20lock_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#arcane%20lock_phb"><span style="vertical-align: inherit;">de bloqueio arcano</span></a><span style="vertical-align: inherit;"> de </span></span><a data-vet-hash="baba%20lysaga_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#baba%20lysaga_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Baba Lysaga</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , e abri-la requer um feitiço </span><a data-vet-hash="knock_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#knock_phb"><span style="vertical-align: inherit;">de derrubar</span></a><span style="vertical-align: inherit;">
ou um teste bem-sucedido de Força CD 20. Um personagem também pode
arrombar a fechadura com ferramentas de ladrão e um teste bem-sucedido
de Destreza CD 20.</span></span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="16" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Caveira Gigante</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p163</span></span></span></span></span></h3></div><div class="rd__b rd__b--2" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O crânio invertido que flutua ao lado da cabana é o crânio de um gigante da colina que </span></span><span style="font-size: medium;"><a data-vet-hash="baba%20lysaga_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#baba%20lysaga_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Baba Lysaga</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> escavou e transformou em um veículo. Ele paira no lugar até </span></span><a data-vet-hash="baba%20lysaga_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#baba%20lysaga_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Baba Lysaga</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
ordenar que ele voe, o que ela só pode fazer enquanto estiver dentro
dele. Tem uma velocidade de vôo de 40 pés. Ninguém mais pode controlar o
crânio. Uma criatura dentro do crânio tem três quartos de cobertura
contra ataques feitos de fora do crânio. O crânio é grande o suficiente
para acomodar uma criatura Média. Possui CA 15, 50 pontos de vida e
imunidade a veneno e dano psíquico.</span></span></span></p></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="17" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Interior da cabana</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p163</span></span></span></span></span></h3></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--2" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
cabana tem quatro metros e meio de lado e está repleta de móveis
antigos, incluindo uma cama de madeira, um armário de vime, um
guarda-roupa fino, uma mesa de madeira, um banquinho, um baú de madeira
com tampo de barril reforçado com faixas de latão e uma banheira de
ferro manchada. com sangue. No meio da sala há um horrível berço de
madeira com uma criança pequena e angelical sentada nele. Todos os
móveis, exceto o berço, estão aparafusados ao chão. Abaixo do berço, a
luz verde penetra pelas fendas entre as tábuas apodrecidas do piso.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A criança e o berço são ilusões criadas por </span></span><span style="font-size: medium;"><a data-vet-hash="baba%20lysaga_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#baba%20lysaga_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Baba Lysaga</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> usando um feitiço </span></span><a data-vet-hash="programmed%20illusion_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#programmed%20illusion_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de ilusão programado</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . </span></span><a data-vet-hash="baba%20lysaga_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#baba%20lysaga_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Baba Lysaga</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> refere-se à criança como “Strahd” e criou a ilusão por loucura, pois se considera uma mãe protetora.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Abaixo
das tábuas apodrecidas da cabana há uma cavidade de um metro de
profundidade contendo a joia mágica e verde brilhante que </span></span><span style="font-size: medium;"><a data-vet-hash="baba%20lysaga_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#baba%20lysaga_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Baba Lysaga</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> pegou da vinícola Wizard of the Wines. Esta joia anima a cabana (veja " </span></span><a data-vet-entry="{"type":"entries","name":"Creeping Hut","page":166,"id":"56d","entries":["{@creature Baba Lysaga|CoS} has given a semblance of life to her hut using a magic gemstone stolen from the Wizard of Wines vineyard. If the characters overstay their welcome, she commands the hut to animate and attack them. If this happens, read:",{"type":"insetReadaloud","id":"56e","entries":["The giant roots beneath the hut come to life and pull themselves up out of the mire. The hut and the roots lurch and groan, becoming a lumbering mass that cracks as it walks, crushing all in its path."]},"{@creature Baba Lysaga's creeping hut|CoS} (see {@area appendix D|753|x}) is a ponderous construct that heeds {@creature Baba Lysaga|CoS}'s instructions and no one else's. It fights until destroyed or until the gemstone that animates it is removed or destroyed. {@creature Baba Lysaga|CoS} does everything she can to keep the characters from obtaining the gemstone, without which the hut is {@condition incapacitated}."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,11,creeping%20hut,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">A Cabana Rastejante</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
" na seção "Eventos Especiais" abaixo). As tábuas do piso podem ser
rasgadas ou quebradas com um teste bem-sucedido de Força CD 14. Os
personagens também podem romper o chão causando 10 de dano a ele. A
cabana, entretanto, não desiste da pedra preciosa facilmente (veja “ </span></span><a data-vet-entry="{"type":"entries","name":"Baba Lysaga's Creeping Hut","page":226,"id":"753","entries":["{@creature Baba Lysaga|CoS} built a {@creature Baba Lysaga's Creeping Hut|CoS|hut} atop the rotting stump of a giant tree that was felled long ago. It was only after she embedded a magic gemstone in the hut that the whole thing was imbued with a semblance of life. When she wills it to do so, the hut pulls its gigantic roots free of the earth and shambles around like a spidery behemoth, shaking the ground with every step. The hut attacks with its flailing and stomping roots. It can also use its roots to fling large rocks.",{"type":"entries","name":"Hut Interior","page":226,"id":"754","entries":["The hut is a 15-foot-square, ramshackle wooden building with a gently sloping thatch roof. Its furnishings have been bolted to the floor, since the hut lurches from side to side when it walks."]},{"type":"entries","name":"Heart of the Hut","page":226,"id":"755","entries":["The gemstone that has given life to {@creature Baba Lysaga|CoS}'s hut was previously buried in the Wizard of Wines vineyard. The gem was one of three imbued with life-giving magic that made the grapevines in the vineyard healthier, guaranteeing the finest wines. {@creature Baba Lysaga|CoS} stole one of the gems and perverted its magic, using it instead to animate her wooden hut.","Removing the gem from the hut renders the hut {@condition incapacitated}. That task is easier said than done, however. The glowing green gem is contained in a cavity in the stump, beneath the rotted floorboards of the hut. The floorboards can be ripped up with a successful DC 14 Strength check or smashed by dealing 10 damage to them. Once the floorboards are out of the way, a creature can reach into the cavity and snatch the gem. But if someone attempts this while the hut is alive, the cavity sprouts wooden teeth, becoming a mouth that bites anything that tries to remove the gem; a creature trying to remove the gem must make a DC 20 Dexterity saving throw. On a successful save, the creature claims the stone without getting bitten. On a failed save, the creature is bitten for 10 ({@dice 3d6}) piercing damage and fails to obtain the gem."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":1}" href="https://5e.tools/adventure.html#cos,21,baba%20lysaga's%20creeping%20hut,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">A Cabana Rastejante de Baba Lysaga</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ” no apêndice D). Se a gema for destruída ou removida da cavidade, a cabana fica </span></span><a data-vet-hash="incapacitated_phb" data-vet-page="conditionsdiseases.html" data-vet-source="PHB" href="https://5e.tools/conditionsdiseases.html#incapacitated_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">incapacitada</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p><p><span style="font-size: medium;"><a data-vet-hash="baba%20lysaga_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#baba%20lysaga_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Baba Lysaga</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
guarda roupas sujas no guarda-roupa e diversos componentes de feitiços
no armário de vime. A banheira é onde ela se banha ritualmente em sangue
para prevenir o envelhecimento (veja “ </span></span><a data-vet-entry="{"type":"entries","name":"Baba Lysaga","page":228,"id":"75d","entries":["Two women gave life to {@creature Strahd von Zarovich|CoS}. The first was Queen Ravenovia van Roeyen, Strahd's biological mother. The second was the queen's midwife, a devout follower of Mother Night named {@creature Baba Lysaga|CoS}. Although it was the former who raised Strahd and enabled him to follow in his father's footsteps, it was the latter who sensed a potential for greatness and darkness in Strahd surpassing that of any other mortal. Lysaga believed then, as she believes now, that she is Strahd's true mother.",{"type":"entries","id":"75e","entries":[{"type":"entries","name":"Other Mother","page":228,"id":"75f","entries":["When Strahd was still a baby in his crib, {@creature Baba Lysaga|CoS} cast protective spells on him and crept into his nursery on stormy nights to sing magical rhymes to him. She also placed the \"spark of magic\" in him, ensuring that he would become a spellcaster.","{@creature Baba Lysaga|CoS}'s unhealthy attachment to the baby Strahd did not go unnoticed. After she received several disturbing reports, Queen Ravenovia was forced to banish the midwife from the kingdom. Lysaga never saw Strahd again, but she has succeeded in staying alive to witness the triumphs of her beloved boy, who, in her mind, is eternally blessed. Despite the horrors Strahd has wrought, Lysaga still envisions him as the perfect child she delivered into the world. Strahd is the only thing in her life that matters to her."]},{"type":"entries","name":"Mother Nearest","page":228,"id":"760","entries":["During her exile, {@creature Baba Lysaga|CoS} made countless sacrifices to Mother Night, pleading with the goddess to afflict Queen Ravenovia with ill health and visit death upon her. Lysaga eventually got her wish, and after Strahd settled in the valley of Barovia, Lysaga moved as close to him as she dared to.","In the filth-ridden depths of her heart, Lysaga knows that Strahd would never accept her as his true mother, nor could she bear his rejection. As a result, she has never confronted him. She would rather exist in perpetual denial, whiling away the days, months, and years practicing fell magic and looking for ways to help her \"son.\""]},{"type":"entries","name":"Raven Bane","page":228,"id":"761","entries":["{@creature Baba Lysaga|CoS} has allies in Castle Ravenloft—a coven of witches. Through the aid of these witches, Lysaga recently uncovered a potential threat to Strahd: a secret society of wereravens called the Keepers of the Feather, a group that uses ordinary ravens as their spies.","Strahd doesn't consider the wereravens a serious threat, but Lysaga has chosen to make them the bane of her existence. After much searching and scrying, she discovered a wereraven refuge at the Wizard of Wines winery ({@adventure chapter 12|CoS|13}), and she has begun to wage war against it. In addition, she has forged an alliance with the mad druids that haunt Yester Hill ({@adventure chapter 14|CoS|15}), convincing them that she gave birth to Strahd, whom the druids consider a god. With the druids on her side, she expects to rid Barovia of its wereraven menace."]},{"type":"entries","name":"Gifts of Mother Night","page":229,"id":"762","entries":["The goddess Mother Night has bestowed magical gifts on {@creature Baba Lysaga|CoS} as rewards for her ceaseless devotion to Strahd. Her skin has the resilience of stone, she is resistant to harmful magic, and she is shielded against divination magic. Mother Night has also imparted to Lysaga the secret of longevity, which requires her to bathe in the blood of beasts on nights of the new moon. Failure to do so causes Lysaga to age rapidly, becoming mere dust and bones in a matter of seconds."]}]},{"type":"entries","name":"Baba Lysaga's Traits","page":229,"id":"763","entries":[{"type":"entries","name":"Ideal","page":229,"id":"764","entries":["\"No love is greater than a mother's love for her son.\""]},{"type":"entries","name":"Bond","page":229,"id":"765","entries":["\"I am the mother of Strahd. Anyone who disputes this fact can rot.\""]},{"type":"entries","name":"Flaw","page":229,"id":"766","entries":["\"I will not rest until the last of my son's enemies are destroyed.\"",{"type":"image","href":{"type":"internal","path":"adventure/CoS/144-636379873620950408.webp"},"title":"{@creature Baba Lysaga|CoS}","width":745,"height":1000}]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,21,baba%20lysaga,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Presentes da Noite da Mãe</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ” na seção “ </span></span><a data-vet-hash="baba%20lysaga_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#baba%20lysaga_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Baba Lysaga</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ” no </span></span><a data-vet-entry="{"type":"entries","name":"Baba Lysaga","page":228,"id":"75d","entries":["Two women gave life to {@creature Strahd von Zarovich|CoS}. The first was Queen Ravenovia van Roeyen, Strahd's biological mother. The second was the queen's midwife, a devout follower of Mother Night named {@creature Baba Lysaga|CoS}. Although it was the former who raised Strahd and enabled him to follow in his father's footsteps, it was the latter who sensed a potential for greatness and darkness in Strahd surpassing that of any other mortal. Lysaga believed then, as she believes now, that she is Strahd's true mother.",{"type":"entries","id":"75e","entries":[{"type":"entries","name":"Other Mother","page":228,"id":"75f","entries":["When Strahd was still a baby in his crib, {@creature Baba Lysaga|CoS} cast protective spells on him and crept into his nursery on stormy nights to sing magical rhymes to him. She also placed the \"spark of magic\" in him, ensuring that he would become a spellcaster.","{@creature Baba Lysaga|CoS}'s unhealthy attachment to the baby Strahd did not go unnoticed. After she received several disturbing reports, Queen Ravenovia was forced to banish the midwife from the kingdom. Lysaga never saw Strahd again, but she has succeeded in staying alive to witness the triumphs of her beloved boy, who, in her mind, is eternally blessed. Despite the horrors Strahd has wrought, Lysaga still envisions him as the perfect child she delivered into the world. Strahd is the only thing in her life that matters to her."]},{"type":"entries","name":"Mother Nearest","page":228,"id":"760","entries":["During her exile, {@creature Baba Lysaga|CoS} made countless sacrifices to Mother Night, pleading with the goddess to afflict Queen Ravenovia with ill health and visit death upon her. Lysaga eventually got her wish, and after Strahd settled in the valley of Barovia, Lysaga moved as close to him as she dared to.","In the filth-ridden depths of her heart, Lysaga knows that Strahd would never accept her as his true mother, nor could she bear his rejection. As a result, she has never confronted him. She would rather exist in perpetual denial, whiling away the days, months, and years practicing fell magic and looking for ways to help her \"son.\""]},{"type":"entries","name":"Raven Bane","page":228,"id":"761","entries":["{@creature Baba Lysaga|CoS} has allies in Castle Ravenloft—a coven of witches. Through the aid of these witches, Lysaga recently uncovered a potential threat to Strahd: a secret society of wereravens called the Keepers of the Feather, a group that uses ordinary ravens as their spies.","Strahd doesn't consider the wereravens a serious threat, but Lysaga has chosen to make them the bane of her existence. After much searching and scrying, she discovered a wereraven refuge at the Wizard of Wines winery ({@adventure chapter 12|CoS|13}), and she has begun to wage war against it. In addition, she has forged an alliance with the mad druids that haunt Yester Hill ({@adventure chapter 14|CoS|15}), convincing them that she gave birth to Strahd, whom the druids consider a god. With the druids on her side, she expects to rid Barovia of its wereraven menace."]},{"type":"entries","name":"Gifts of Mother Night","page":229,"id":"762","entries":["The goddess Mother Night has bestowed magical gifts on {@creature Baba Lysaga|CoS} as rewards for her ceaseless devotion to Strahd. Her skin has the resilience of stone, she is resistant to harmful magic, and she is shielded against divination magic. Mother Night has also imparted to Lysaga the secret of longevity, which requires her to bathe in the blood of beasts on nights of the new moon. Failure to do so causes Lysaga to age rapidly, becoming mere dust and bones in a matter of seconds."]}]},{"type":"entries","name":"Baba Lysaga's Traits","page":229,"id":"763","entries":[{"type":"entries","name":"Ideal","page":229,"id":"764","entries":["\"No love is greater than a mother's love for her son.\""]},{"type":"entries","name":"Bond","page":229,"id":"765","entries":["\"I am the mother of Strahd. Anyone who disputes this fact can rot.\""]},{"type":"entries","name":"Flaw","page":229,"id":"766","entries":["\"I will not rest until the last of my son's enemies are destroyed.\"",{"type":"image","href":{"type":"internal","path":"adventure/CoS/144-636379873620950408.webp"},"title":"{@creature Baba Lysaga|CoS}","width":745,"height":1000}]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,21,baba%20lysaga,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">apêndice D</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ). Se os personagens se aproximarem da cabana em um momento apropriado sem serem notados, eles poderão ver </span></span><a data-vet-hash="baba%20lysaga_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#baba%20lysaga_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Baba Lysaga</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> tomando banho.</span></span></span></p></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="18" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Tesouro</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p163</span></span></span></span></span></h3></div><div class="rd__b rd__b--2" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O baú de madeira na cabana é protegido por um </span></span><span style="font-size: medium;"><a data-vet-hash="glyph%20of%20warding_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#glyph%20of%20warding_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">glifo de proteção</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> que requer um teste bem-sucedido de Inteligência ( </span></span><span class="help help--hover" data-vet-hash="investigation_phb" data-vet-is-faux-page="true" data-vet-page="skill" data-vet-source="PHB"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Investigação</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) CD 17 para ser encontrado. O glifo causa </span></span><span class="roller render-roller" data-packed-dice="{"type":"dice","rollable":true,"toRoll":"5d8","displayText":"5d8"}" title="Clique para rolar. SHIFT/CTRL para rolar duas vezes."><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">5d8</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> de dano trovejante quando ativado. Abrir a tampa libera quatro </span></span><a data-vet-hash="crawling%20claw_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#crawling%20claw_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">garras rastejantes</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> que lutam até serem destruídas. Também estão contidos no baú vários itens que </span></span><a data-vet-hash="baba%20lysaga_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#baba%20lysaga_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Baba Lysaga</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> tirou de aventureiros mortos ao longo dos anos:</span></span></span></p><ul class="rd__list"><li class="rd__li"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">1.300 PO</span></span></li><li class="rd__li"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Cinco pedras preciosas de 500 PO</span></span></li><li class="rd__li"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um frasco contendo </span></span><span style="font-size: medium;"><a data-vet-hash="oil%20of%20sharpness_dmg" data-vet-page="items.html" data-vet-source="DMG" href="https://5e.tools/items.html#oil%20of%20sharpness_dmg"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">óleo de nitidez</span></span></a></span></li><li class="rd__li"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Dois </span></span><span style="font-size: medium;"><a data-vet-hash="spell%20scroll_dmg" data-vet-page="items.html" data-vet-source="DMG" href="https://5e.tools/items.html#spell%20scroll_dmg"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">pergaminhos de feitiço</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ( </span></span><a data-vet-hash="mass%20cure%20wounds_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#mass%20cure%20wounds_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">curar feridas em massa</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e </span></span><a data-vet-hash="revivify_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#revivify_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">revivificar</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> )</span></span></span></li><li class="rd__li"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma bolsa contendo dez </span></span><span style="font-size: medium;"><a data-vet-hash="%2b1%20sling%20bullet_dmg" data-vet-page="items.html" data-vet-source="DMG" href="https://5e.tools/items.html#%2b1%20sling%20bullet_dmg"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">balas de funda +1</span></span></a></span></li><li class="rd__li"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um conjunto de </span></span><span style="font-size: medium;"><a data-vet-hash="pipes%20of%20haunting_dmg" data-vet-page="items.html" data-vet-source="DMG" href="https://5e.tools/items.html#pipes%20of%20haunting_dmg"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">tubos de assombração</span></span></a></span></li><li class="rd__li"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma </span></span><span style="font-size: medium;"><a data-vet-hash="stone%20of%20good%20luck_dmg" data-vet-page="items.html" data-vet-source="DMG" href="https://5e.tools/items.html#stone%20of%20good%20luck_dmg"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">pedra da boa sorte (pedra da sorte)</span></span></a></span></li></ul></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="19" data-title-relative-index="1"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Fortunas de Ravenloft</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p163</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se a leitura da sua carta revelar que um tesouro está aqui, ele está no baú com os outros itens.</span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="20" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">U4. Adro da igreja</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p164</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Através
da neblina você vê a estrutura vazia de uma velha igreja de pedra, ao
norte da qual há um cemitério de lápides inclinadas cercado por uma
cerca de ferro em desintegração. Metade do cemitério afundou na lama.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Caixões
podres e ossos mofados são enterrados no cemitério. Os personagens que
exploram a igreja destruída encontram os restos podres de um púlpito e
um velho sino de ferro meio imersos no pântano, caídos entre os restos
de um campanário desmoronado.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="21" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">U5. Monumento à Marina</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p164</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Strahd
mandou erguer este monumento após a morte de Marina. O monumento está
escondido no pântano e os personagens provavelmente não o encontrarão
sozinhos, a menos que vasculhem a área completamente. Se eles colocarem o
espírito do Burgomestre Ulrich para descansar (ver </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"U2. Ulrich Mansion","page":162,"id":"554","entries":[{"type":"insetReadaloud","id":"555","entries":["Toward the south end of the village lie the remains of a mansion built on higher ground. It has been reduced to piles of stone and rotting timber. Empty, arched windows stare at you. South of the ruin, an untamed garden runs rampant, surrounded by broken walls that are no longer able to contain it. East of the ruin, someone has erected a crude wooden fence, forming a circular yard in which several goats are penned. Surmounting the fence posts are human skulls."]},"The ruined mansion is littered with the rotted remains of furniture and decor. The last burgomaster of Berez, Lazlo Ulrich, haunts the ruin as a {@creature ghost}. If the characters search the mansion, the ghost appears before them:",{"type":"insetReadaloud","id":"556","entries":["A ghost takes shape in the fog, assuming the form of a giant of a man, his features mutilated and his entrails hanging out like frayed ropes. Despite its intimidating presence, the apparition has a cringing light in its eyes. \"Why do you invade my home? Begone, I beseech you!\""]},"Strahd refuses to let Burgomaster Ulrich's spirit find rest because of what he did to poor Marina. The ghost recounts Marina's sad tale if prompted. Only by convincing Ulrich that Marina has been reborn in the form of {@creature Ireena Kolyana|CoS} can the characters put the tortured spirit to rest. The ghost must see Ireena in the flesh, and it can't travel beyond the confines of the crumbled mansion.","Ulrich's ghost is neutral good. It attacks if threatened or if the characters begin searching the ruined mansion for treasure. If the ghost is reduced to 0 hit points, it re-forms after 24 hours. The characters receive experience points for the ghost only if they lay Ulrich's spirit to rest, not if they defeat the ghost in combat.",{"type":"entries","name":"Fortunes of Ravenloft","page":162,"id":"557","entries":["If your card reading reveals that a treasure is hidden in Berez, Ulrich's ghost points the characters to the treasure's true location, saying these words as it fades away:",{"type":"insetReadaloud","id":"558","entries":["\"Travel west. Two hundred paces from the mansion lies a monument to my folly and the treasure you seek.\""]},"Characters who follow Ulrich's directions end up at {@area area U5|565|x}."]},{"type":"entries","name":"Cellar","page":162,"id":"559","entries":["Buried under rubble inside the mansion is a stone staircase that leads down to an intact cellar. A single character can clear the rubble in 4 hours, and multiple characters working together can reduce the time proportionately. The cellar is a 30-foot-square room with mortared stone walls, a 10-foot-high ceiling supported by wooden beams, and a floor submerged under 3 inches of stagnant water. The cellar contains two dozen empty, rotted casks from the Wizard of Wines winery. Each cask is labeled Champagne du le Stomp."]},{"type":"entries","name":"Garden","page":162,"id":"55a","entries":["The garden behind the ruined mansion has run wild. Hidden behind tall weeds and thorny vines are nude sculptures of handsome men and beautiful women, as well as carved stone benches.","Four {@creature Giant Poisonous Snake||giant poisonous snakes} attack characters who venture more than 10 feet inside the garden."]},{"type":"entries","name":"Goat Pen","page":162,"id":"55b","entries":["{@creature Baba Lysaga|CoS} captures goats and uses their blood in her rituals of longevity. Nine {@creature Goat||goats} are trapped behind this fence. Fifty human skulls are mounted on the tops of the fence posts, spaced 10 feet apart.","There is no gate in the fence, and {@creature Baba Lysaga|CoS} uses her flying skull (see {@area area U3|55c|x}) to enter and leave the pen. If the characters try to set the goats free by dismantling or damaging part of the fence, the skulls atop the fence posts begin howling and continue to howl for 1 minute. The racket attracts {@creature Baba Lysaga|CoS}, who arrives in her flying skull on initiative count 20 in 2 rounds. The howling skulls also attract the seven {@creature Scarecrow||scarecrows} in the marsh (see \"{@area Marsh Scarecrows|550|x}\" above). Roll initiative once for all the scarecrows."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,11,u2.%20ulrich%20mansion,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área U2</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
), ele os apontará para este local antes de desaparecer. Sem a
orientação de Ulrich, os personagens devem entrar na praça onde o
monumento está localizado e vasculhar aquela área. Um personagem que
vasculhe a área por 10 minutos pode fazer um teste de Sabedoria ( </span></span><span class="help help--hover" data-vet-hash="perception_phb" data-vet-is-faux-page="true" data-vet-page="skill" data-vet-source="PHB"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Percepção</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
) CD 15, encontrando o monumento com sucesso. Caso o monumento não seja
encontrado, a verificação pode ser repetida após mais 10 minutos de
busca.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O texto em caixa a seguir pressupõe que os personagens conheceram </span></span><span style="font-size: medium;"><a data-vet-hash="ireena%20kolyana_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#ireena%20kolyana_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Ireena Kolyana</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . Se ainda não o fizeram, não leia a frase que a menciona.</span></span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Escondido
pela neblina e elevado alguns metros acima do pântano circundante, há
um terreno elevado, com apenas três metros de lado, cercado por uma
cerca de ferro em desintegração. No centro do terreno está um monumento
de pedra em tamanho natural esculpido à semelhança de uma camponesa
ajoelhada segurando uma rosa. Embora suas feições sejam cinzentas e
desgastadas pelo tempo, ela tem uma notável semelhança com </span></span><span style="font-size: medium;"><a data-vet-hash="ireena%20kolyana_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#ireena%20kolyana_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Ireena Kolyana</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . Esculpido na base do monumento está um epitáfio.</span></span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O epitáfio é o seguinte: Marina, Levada pelas Brumas.</span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="22" data-title-relative-index="2"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Fortunas de Ravenloft</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p165</span></span></span></span></span></h3></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se
a leitura da sua carta revelar que um tesouro está aqui, ele está
escondido em uma cavidade embaixo do monumento, que pode ser derrubada
ou movida para o lado por alguém que obtenha sucesso em um teste de
Força CD 15.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se os personagens perturbarem o monumento, leia:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
coaxar dos sapos e o chilrear dos grilos silenciam e o fedor da
decomposição fica mais forte. Você ouve passos pesados na lama e na
água enquanto formas cinzentas e inchadas saem da neblina.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Sete cadáveres humanos distendidos surgiram da lama a oeste do monumento. Esses </span></span><span style="font-size: medium;"><a data-vet-hash="walking%20corpse_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#walking%20corpse_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">cadáveres ambulantes</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> estavam a 18 metros de distância quando foram vistos pela primeira vez. Use as estatísticas </span></span><a data-vet-hash="commoner_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#commoner_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">comuns</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> para os cadáveres, mas reduza sua velocidade de caminhada para 6 metros e dê-lhes imunidade às condições </span></span><a data-vet-hash="charmed_phb" data-vet-page="conditionsdiseases.html" data-vet-source="PHB" href="https://5e.tools/conditionsdiseases.html#charmed_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">encantado</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e </span></span><a data-vet-hash="frightened_phb" data-vet-page="conditionsdiseases.html" data-vet-source="PHB" href="https://5e.tools/conditionsdiseases.html#frightened_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">assustado</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . Quando um cadáver é reduzido a 0 pontos de vida, ele se abre, expelindo um </span></span><a data-vet-hash="swarm%20of%20poisonous%20snakes_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#swarm%20of%20poisonous%20snakes_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">enxame de cobras venenosas</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . As cobras estão com fome e lutam até serem mortas.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os personagens podem pegar o tesouro e fugir, ultrapassando facilmente os cadáveres inchados de cobras.</span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="23" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">U6. Rochas fixas</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p165</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma
dúzia de menires cobertos de musgo formam um círculo quase perfeito na
terra esponjosa. Essas pedras desgastadas variam em altura de 15 a 18
pés. Alguns deles se inclinam para dentro, como se quisessem
compartilhar algum grande segredo com seus vizinhos inescrutáveis. Uma
camponesa de aparência cautelosa se esconde atrás da pedra mais alta,
com uma lanterna enferrujada em uma mão retorcida e uma adaga na outra.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A mulher é Muriel Vinshaw, uma </span></span><span style="font-size: medium;"><a data-vet-hash="wereraven_vrgr" data-vet-page="bestiary.html" data-vet-source="VRGR" href="https://5e.tools/bestiary.html#wereraven_vrgr"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">lobisomem</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (ver </span></span><a data-vet-entry="{"type":"entries","name":"Wereraven","page":242,"id":"7d5","entries":["{@creature Wereraven|VRGR|Wereravens} are secretive and extraordinarily cautious lycanthropes that trust one another but are wary of just about everyone else. Although skilled at blending into society, they keep mostly to themselves, respect local laws, and strive to do good whenever possible.","In their human and hybrid forms, wereravens favor light weapons. They are reluctant to make bite attacks in raven form for fear of spreading their curse to those who don't deserve it or who would abuse it.",{"type":"entries","id":"7d6","entries":[{"type":"entries","name":"A Kindness of Wereravens","page":242,"id":"7d7","entries":["Wereravens refer to their tightly knit groups as kindnesses. A kindness of wereravens usually numbers between seven and twelve individuals. Not surprisingly, wereravens get along well with ravens and often hide in plain sight among them."]},{"type":"entries","name":"Charitable Collectors","page":242,"id":"7d8","entries":["Wereravens like to collect shiny trinkets and precious baubles. They are fond of sharing their wealth with those in need and, in their humanoid forms, modestly give money to charity. They take steps to keep magic items out of evil hands by stashing them in secret hiding places."]},{"type":"entries","name":"Characters as Wereravens","page":242,"id":"7d9","entries":["The {@book Monster Manual|MM} has rules for characters afflicted with lycanthropy. The following text applies to wereraven characters specifically.","A character cursed with wereraven lycanthropy gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the wereraven's bite are based on whichever is higher of the character's Strength and Dexterity. The bite of a wereraven in raven form deals 1 piercing damage (no ability modifier applies to this damage) and carries the curse of lycanthropy; see the \"Player Characters as Lycanthropes\" sidebar in the lycanthropes entry in the {@book Monster Manual|MM} for details.",{"type":"image","href":{"type":"internal","path":"adventure/CoS/155-637515969684846750.webp"},"title":"{@creature Wereraven|VRGR}","width":399,"height":337}]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,21,wereraven,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">apêndice D</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) e amiga da família Martikov (ver </span></span><a href="https://5e.tools/adventure.html#CoS,6"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulos 5</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e </span></span><a href="https://5e.tools/adventure.html#CoS,13"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">12</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ). Residente de Vallaki, Muriel espiona </span></span><a data-vet-hash="baba%20lysaga_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#baba%20lysaga_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Baba Lysaga</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
para seus companheiros lobisomens. No entanto, ela evita a aldeia
propriamente dita, preferindo espreitar nos arredores. Se os personagens
permitirem que ela fale, Muriel os avisa sobre os perigos de Berez e os
fornece as seguintes informações:</span></span></span></p><ul class="rd__list" style="text-align: justify;"><li class="rd__li"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Berez foi abandonada há muito tempo, depois que o rio subiu e inundou a aldeia.</span></span></li><li class="rd__li"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma bruxa antiga e poderosa chamada </span></span><span style="font-size: medium;"><a data-vet-hash="baba%20lysaga_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#baba%20lysaga_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Baba Lysaga</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> mora em uma cabana no meio da vila. Quando não está em sua cabana, </span></span><a data-vet-hash="baba%20lysaga_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#baba%20lysaga_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Baba Lysaga</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> voa em uma caveira gigante.</span></span></span></li><li class="rd__li"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os espantalhos de Berez são criaturas assassinas sob o controle da bruxa. Eles cercam a cabana de </span></span><span style="font-size: medium;"><a data-vet-hash="baba%20lysaga_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#baba%20lysaga_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Baba Lysaga</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e servem como sistema de alerta precoce.</span></span></span></li><li class="rd__li"><span style="font-size: medium;"><a data-vet-hash="baba%20lysaga_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#baba%20lysaga_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Baba Lysaga</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
envia periodicamente seus espantalhos para atacar o Mágico dos Vinhos,
uma vinícola e vinhedo a oeste de Berez. Ela se tornou inimiga da
família Martikov, proprietária e administradora da vinícola e do
vinhedo.</span></span></span></li><li class="rd__li"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A bruxa prendeu várias cabras montesas em um cercado perto das ruínas de uma antiga mansão. (Muriel presume que </span></span><span style="font-size: medium;"><a data-vet-hash="baba%20lysaga_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#baba%20lysaga_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Baba Lysaga</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> se alimenta desses animais.)</span></span></span></li></ul><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Muriel
evita o combate e foge se for atacada. Ela esconde sua natureza
licantrópica pelo maior tempo possível e não identifica voluntariamente
outros lobisomens que conhece. Ela não pode ser persuadida a acompanhar
os personagens se eles decidirem confrontar </span></span><span style="font-size: medium;"><a data-vet-hash="baba%20lysaga_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#baba%20lysaga_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Baba Lysaga</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
. Entretanto, Muriel conhece a Baróvia bem o suficiente para apontar
outros locais próximos que possam interessar aos aventureiros, incluindo
a mansão em ruínas de Argynvostholt (veja o </span></span><a href="https://5e.tools/adventure.html#CoS,8"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 7</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) e o antigo cemitério conhecido como Colina Yester (veja </span></span><a href="https://5e.tools/adventure.html#CoS,15"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o capítulo 14</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
). Muriel cresceu ouvindo histórias sobre os druidas de Yester Hill,
especificamente como eles se afastaram de suas antigas crenças para
adorar o demônio Strahd. Muriel sabe que os druidas visitam o círculo de
pedras monolíticas de vez em quando e ela faz o possível para
evitá-los.</span></span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="24" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Círculo de Pedras Eretas</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p165</span></span></span></span></span></h3></div><div class="rd__b rd__b--0" style="text-align: justify;"><div class="rd__b rd__b--1"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Este
anel de menires é uma das estruturas mais antigas das Montanhas Balinok
– mais antiga que o Templo de Âmbar e muito mais antiga que o Castelo
Ravenloft e os vários assentamentos Barovianos espalhados pelo vale. Os
menires foram erguidos pelo mesmo povo antigo que esculpiu os megálitos
perto do Velho Bonegrinder (ver </span></span><span style="font-size: medium;"><a href="https://5e.tools/adventure.html#CoS,7"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 6</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
). Personagens que viram esses megálitos podem, com um teste
bem-sucedido de Inteligência CD 10, discernir semelhanças rudimentares
entre essas pedras e os menires dispostos aqui.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
círculo tem 30 metros de diâmetro e os menires são espaçados em
intervalos regulares. As pedras localizadas ao norte, oeste, sul e leste
são mais altas do que as outras oito pedras, que têm glifos desgastados
pelo tempo esculpidos que representam diferentes animais. Personagens
que inspecionam os menires menores podem discernir as seguintes formas
de animais esculpidas neles: urso, alce, falcão, cabra, coruja, pantera,
corvo e lobo.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As
pedras monolíticas não são mágicas. Entretanto, personagens druidas que
entram no círculo podem sentir que deuses poderosos uma vez abençoaram
este local, e que ele ainda detém algum poder. Eles também podem sentir
uma de suas propriedades, ou seja, que as criaturas dentro do círculo
não podem ser alvo de nenhuma magia de adivinhação ou percebidas através
de sensores mágicos de vidência.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
círculo tem outra propriedade que os personagens druidas não conseguem
sentir, mas podem descobrir quando usam a característica Forma Selvagem
dentro dos limites do círculo. Qualquer druida que use o recurso Forma
Selvagem dentro do círculo ganha o número máximo de pontos de vida
disponíveis para a nova forma. Por exemplo, um personagem druida usando o
recurso Forma Selvagem para assumir a forma de uma águia gigante teria
44 ( </span></span><span style="font-size: medium;"><span class="roller render-roller" data-packed-dice="{"type":"dice","rollable":true,"toRoll":"4d10 + 4","displayText":"4d10 + 4"}" title="Clique para rolar. SHIFT/CTRL para rolar duas vezes."><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">4d10 + 4</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) pontos de vida enquanto estivesse nessa forma.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
seu critério, o círculo pode ter outras propriedades estranhas que
foram esquecidas com o tempo. Embora saiba algo sobre a história do
círculo, Muriel desconhece suas propriedades.</span></span></p></div></div></div><hr class="rd__hr rd__hr--section" style="margin-left: 0px; margin-right: 0px; text-align: left;" /><div class="rd__b rd__b--0" style="text-align: justify;"><h1 class="rd__h rd__h--0" data-title-index="25" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Eventos especiais</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p166</span></span></span></span></span></h1></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Você pode usar um ou ambos os seguintes eventos especiais enquanto os personagens exploram as ruínas de Berez.</span></span></p><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="26" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Cabana Rastejante</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p166</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium;"><a data-vet-hash="baba%20lysaga_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#baba%20lysaga_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Baba Lysaga</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
deu uma aparência de vida à sua cabana usando uma pedra preciosa mágica
roubada do vinhedo Wizard of Wines. Se os personagens demorarem muito
para serem bem-vindos, ela comanda a cabana para animá-los e atacá-los.
Se isso acontecer, leia:</span></span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As
raízes gigantes sob a cabana ganham vida e saem da lama. A cabana e as
raízes balançam e gemem, tornando-se uma massa pesada que se quebra ao
caminhar, esmagando tudo em seu caminho.</span></span></p></div><p><span style="font-size: medium;"><a data-vet-hash="baba%20lysaga's%20creeping%20hut_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#baba%20lysaga's%20creeping%20hut_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">A cabana rastejante de Baba Lysaga</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (ver </span></span><a data-vet-entry="{"type":"entries","name":"Baba Lysaga's Creeping Hut","page":226,"id":"753","entries":["{@creature Baba Lysaga|CoS} built a {@creature Baba Lysaga's Creeping Hut|CoS|hut} atop the rotting stump of a giant tree that was felled long ago. It was only after she embedded a magic gemstone in the hut that the whole thing was imbued with a semblance of life. When she wills it to do so, the hut pulls its gigantic roots free of the earth and shambles around like a spidery behemoth, shaking the ground with every step. The hut attacks with its flailing and stomping roots. It can also use its roots to fling large rocks.",{"type":"entries","name":"Hut Interior","page":226,"id":"754","entries":["The hut is a 15-foot-square, ramshackle wooden building with a gently sloping thatch roof. Its furnishings have been bolted to the floor, since the hut lurches from side to side when it walks."]},{"type":"entries","name":"Heart of the Hut","page":226,"id":"755","entries":["The gemstone that has given life to {@creature Baba Lysaga|CoS}'s hut was previously buried in the Wizard of Wines vineyard. The gem was one of three imbued with life-giving magic that made the grapevines in the vineyard healthier, guaranteeing the finest wines. {@creature Baba Lysaga|CoS} stole one of the gems and perverted its magic, using it instead to animate her wooden hut.","Removing the gem from the hut renders the hut {@condition incapacitated}. That task is easier said than done, however. The glowing green gem is contained in a cavity in the stump, beneath the rotted floorboards of the hut. The floorboards can be ripped up with a successful DC 14 Strength check or smashed by dealing 10 damage to them. Once the floorboards are out of the way, a creature can reach into the cavity and snatch the gem. But if someone attempts this while the hut is alive, the cavity sprouts wooden teeth, becoming a mouth that bites anything that tries to remove the gem; a creature trying to remove the gem must make a DC 20 Dexterity saving throw. On a successful save, the creature claims the stone without getting bitten. On a failed save, the creature is bitten for 10 ({@dice 3d6}) piercing damage and fails to obtain the gem."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":1}" href="https://5e.tools/adventure.html#cos,21,baba%20lysaga's%20creeping%20hut,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">apêndice D</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) é uma construção pesada que segue as instruções de </span></span><a data-vet-hash="baba%20lysaga_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#baba%20lysaga_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Baba Lysaga</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e de mais ninguém. Ele luta até ser destruído ou até que a pedra preciosa que o anima seja removida ou destruída. </span></span><a data-vet-hash="baba%20lysaga_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#baba%20lysaga_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Baba Lysaga</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> faz tudo o que pode para impedir que os personagens obtenham a pedra preciosa, sem a qual a cabana fica </span></span><a data-vet-hash="incapacitated_phb" data-vet-page="conditionsdiseases.html" data-vet-source="PHB" href="https://5e.tools/conditionsdiseases.html#incapacitated_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">incapacitada</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="27" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Campo de Batalha Perdido</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p166</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Este evento ocorre enquanto os personagens viajam para o norte de Berez após deixarem as ruínas.</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Você
ouve sons de batalha, mas a neblina ficou tão espessa que você mal
consegue ver mais de dezoito metros em qualquer direção. De repente, a
neblina assume a forma de soldados a cavalo atacando pelo campo. Eles
colidem com portadores de lanças blindados e usando elmos com chifres do
diabo. À medida que cada soldado cai em batalha, a névoa se transforma.
Mais centenas de soldados colidem em uma tempestade de gritos e choques
de metal.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os
personagens podem se mover ilesos por este campo de batalha
fantasmagórico e não podem prejudicar as formas nebulosas ao seu redor.
Os soldados não são sólidos, apenas o suficiente para que os personagens possam
discernir emblemas ou insígnias, mas está claro que ambos os exércitos
são humanos.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se os personagens ainda não exploraram Argynvostholt ( </span></span><span style="font-size: medium;"><a href="https://5e.tools/adventure.html#CoS,8"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 7</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ), adicione:</span></span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Você
ouve um rugido estrondoso e, segundos depois, um enorme dragão feito de
névoa prateada desliza acima, dispersando os soldados inimigos com cada
bater de suas poderosas asas. Sua longa cauda reptiliana corta o ar
acima de você enquanto o dragão abre caminho através da neblina,
proporcionando um vislumbre fugaz de uma mansão escura com vista para o
vale.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O dragão, como os soldados, é um fantasma inofensivo. A mansão que os personagens veem é Argynvostholt.</span></span></p><div style="text-align: justify;"><div class="rd__wrp-image relative">
<span style="font-size: medium;"><a href="https://5e.tools/img/adventure/CoS/103-cos10-04.webp" rel="noopener noreferrer" target="_blank"><br />
</a></span>
</div></div><table class="w-100 stats stats--book stats--book-large" id="pagecontent" style="margin-left: 0px; margin-right: 0px; text-align: left;"><tbody><tr><td colspan="6" style="padding-left: 9px; padding-right: 9px; padding-top: 6px;"><br /></td></tr><tr class="text"><td class="py-2 px-y" colspan="6"><br /></td></tr></tbody></table><span style="font-size: medium;"><script src="moz-extension://bc13062b-f7c1-4af4-b79f-2ba1c15249cb/js/app.js" type="text/javascript"></script></span><script src="moz-extension://bc13062b-f7c1-4af4-b79f-2ba1c15249cb/js/app.js" type="text/javascript"></script>Jfjuniorhttp://www.blogger.com/profile/06489839029081384326noreply@blogger.com0tag:blogger.com,1999:blog-1888798435178792165.post-25016770261955200722024-02-17T10:18:00.004-03:002024-02-17T10:18:48.123-03:00Recompensas de serviço da D&D Adventurers League<p style="text-align: justify;"><span style="font-size: medium;"> <span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">A </span></span><b><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Dungeons & Dragons Adventurers League</span></span></i></b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> oferece uma estrutura estruturada para jogadores e Dungeon Masters se envolverem em narrativas e aventuras em </span></span><b><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Forgotten Realms, Eberron, Ravenloft, Spelljammer, Planescape</span></span></i></b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e </span></span><b><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Dragonlance. </span></span></i></b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">A </span></span><b><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Liga</span></span></i></b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> incentiva a participação por meio de um sistema de recompensas que recompensa seus membros além do jogo envolvente.</span></span></span></span></p><div style="text-align: left;"><div class="bbWrapper" style="text-align: justify;"><span style="font-size: medium;"></span>
<div>
<div class="bbImageWrapper js-lbImage" data-caption="<h4>Prêmio de serviço do deck de muitas coisas.jpg</h4><p><a href="https:&#x2F;&#x2F;www-enworld-org.translate.goog&#x2F;threads&#x2F;d-d-adventurers-league-service-rewards.702636&#x2F;?_x_tr_sl&#x3D;en&amp;_x_tr_tl&#x3D;pt&amp;_x_tr_hl&#x3D;pt-BR&amp;_x_tr_pto&#x3D;sc#post-9265839" class="js-lightboxCloser">Raddu · Feb 16, 2024 at 11:50 AM</a> · <a href="/media/deck-of-many-things-service-awards-jpg.136375/"><i class="fa--xf far fa-camera" aria-hidden="true"></i> View media item</a></p>" data-fancybox="lb-post-9265839" data-lb-caption-extra-html=" · <a href="/media/deck-of-many-things-service-awards-jpg.136375/"><i class="fa--xf far fa-camera" aria-hidden="true"></i> View media item</a>" data-lb-sidebar-href="/media/deck-of-many-things-service-awards-jpg.136375/?lightbox=1" data-single-image="1" data-src="https://www.enworld.org/attachments/deck-of-many-things-service-awards-jpg.346199/" style="cursor: pointer;" title="Prêmio de serviço do deck de muitas coisas.jpg"><span style="font-size: medium;"><img alt="Prêmio de serviço do deck de muitas coisas.jpg" class="bbImage" data-url="" data-zoom-target="1" height="383" src="https://www.enworld.org/attachments/deck-of-many-things-service-awards-jpg.346199/" title="Prêmio de serviço do deck de muitas coisas.jpg" width="680" /></span>
</div>
</div>
<h3><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Categorias de serviço</span></span></h3><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As recompensas são concedidas por uma série de serviços que contribuem para a experiência enriquecedora da </span></span><span style="font-size: medium;"><b><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">D&D Adventurers League. </span></span></i></b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Esses serviços incluem, mas não estão limitados a:</span></span><br /></span>
<ul><li data-xf-list-type="ul"><span style="font-size: medium;"><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Dungeon Mastering:</span></span></b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> Facilitação de sessões de jogo como Mestre, com tempo de preparação também reconhecido.</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Ferramentas de Segurança:</span></span></b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
Implementar ferramentas de segurança durante as sessões de jogo para
garantir um ambiente respeitoso e confortável para todos os
participantes.</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Inclusão:</span></span></b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> Envolver novos participantes em sessões para expandir a comunidade e sua diversidade.</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Mentoria:</span></span></b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> Orientar novos Dungeon Masters em suas funções para promover o crescimento e a confiança.</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Revisão de Conteúdo:</span></span></b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> Fornecer análises de aventuras publicadas no </span></span><b><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">DMs Guild</span></span></i></b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , aprimorando a qualidade e variedade do conteúdo disponível.</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Organização e equipe de eventos:</span></span></b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
Planejamento e gerenciamento de eventos, incluindo coordenação de
várias mesas de jogo e assistência em tarefas organizacionais.</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Iniciativas Educacionais:</span></span></b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> Realização de eventos de aprender a jogar para apresentar e ensinar os fundamentos do D&D aos recém-chegados.</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><b><span style="vertical-align: inherit;"><span class="" style="vertical-align: inherit;">Padrões Comunitários:</span></span></b><span style="vertical-align: inherit;"><span class="" style="vertical-align: inherit;"> Contribuir para o desenvolvimento de códigos de conduta em eventos para manter um ambiente positivo e inclusivo.</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Engajamento Digital:</span></span></b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> Participação ou produção de jogos transmitidos, oferecendo uma plataforma de visibilidade e interação com a comunidade.</span></span></span></li></ul>
<h3><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Recompensas</span></span></h3><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os
participantes podem contabilizar suas horas de serviço e escolher
recompensas com base na raridade dos itens, com cada nível exigindo um
número específico de horas de serviço com recompensas que agora incluem
recompensas do </span></span><span style="font-size: medium;"><b><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Livro de Muitas Coisas:</span></span></i></b><br /></span>
<ul><li data-xf-list-type="ul"><span style="font-size: medium;"><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Itens Mágicos Comuns ou Incomuns:</span></span></b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> Custam 5 horas de serviço cada</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Itens Raros:</span></span></b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> Custam 10 horas de serviço cada.</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Itens muito raros:</span></span></b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> custam 20 horas de serviço cada.</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Recompensa repetível:</span></span></b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> Custa 40 horas de serviço cada.</span></span></span></li><li data-xf-list-type="ul"><span style="font-size: medium;"><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Itens Lendários:</span></span></b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> Custam 80 horas de serviço cada.</span></span></span></li></ul><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Todos os itens acima são de listas aprovadas. </span><span style="vertical-align: inherit;">Sempre que você ganha uma recompensa, você também pode avançar um nível de um de seus personagens. </span><span style="vertical-align: inherit;">Além
disso, os participantes têm a opção de ganhar as mesmas recompensas
como se fossem jogadores em um jogo que dominaram na masmorra,
aplicáveis até cinco vezes, com certas restrições no acúmulo de horas
de outras atividades.</span></span><span style="font-size: medium;"><br /></span>
<h3><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Acumulação e atribuição de recompensas</span></span></h3><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
sistema permite o acúmulo de recompensas quando vários serviços
qualificados são executados simultaneamente, maximizando os benefícios
para os contribuidores ativos. </span><span style="vertical-align: inherit;">Cada
recompensa deve ser atribuída a um personagem específico, com
limitações para o reaparecimento de recompensas de itens mágicos dentro
do mesmo período do relatório para garantir justiça e distribuição de
benefícios. </span></span><span style="font-size: medium;"><br /><br /><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
Os participantes são obrigados a manter registros
precisos de suas horas de serviço e atividades, selecionando e
atribuindo recompensas de acordo com as diretrizes estabelecidas. </span><span style="vertical-align: inherit;">Este mecanismo de autorrelato ressalta a importância da integridade dentro da comunidade da Liga dos Aventureiros. </span></span><br /><br /><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
O sistema de recompensas não apenas incentiva um
espectro mais amplo de contribuições, melhorando a experiência de jogo
para organizadores de lojas ou convenções, funcionários e Dungeon
Masters, mas também incentiva a participação ativa em múltiplos aspectos
da comunidade da </span></span><b><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">D&D Adventurers League</span></span></i></b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , oferecendo uma variedade de incentivos para promover um ambiente mais engajado.</span></span><br /></span>
<h3><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Período e Prazos do Relatório</span></span></h3><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As
recompensas devem ser ganhas e registradas dentro de um prazo
especificado, com o período atual terminando em 31 de maio de 2024. Os
participantes são incentivados a selecionar e atribuir suas recompensas
em tempo hábil, preparando-se para o período de relatório subsequente
para manter a elegibilidade para o reconhecimento contínuo de suas
contribuições. </span></span><span style="font-size: medium;"><br /><br /><span style="vertical-align: inherit;"><span class="" style="vertical-align: inherit;">
O sistema de recompensas </span></span><b><i><span style="vertical-align: inherit;"><span class="" style="vertical-align: inherit;">da D&D Adventurers League</span></span></i></b><span style="vertical-align: inherit;"><span class="" style="vertical-align: inherit;">
celebra e compensa as diversas contribuições dos membros da comunidade,
promovendo um ambiente de apoio, inclusivo e envolvente. </span><span style="vertical-align: inherit;">Ao
reconhecer os esforços daqueles que vão além da participação, a Liga
continua a prosperar e a se expandir, oferecendo experiências para GMs e
organizadores novos e veteranos. </span></span><br /><br /><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
O pdf </span></span><b><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">do 50º aniversário v1 da temporada do D&D Adventurers League Service Awards</span></span></i></b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> pode ser baixado do </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://discord.com/channels/516367331358801950/1049795241433124935/1204828727943364679" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">D&D Discord Server na seção D&D Adventurers League</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .
</span></span></span></div>
</div><span style="font-size: medium;"><script src="moz-extension://bc13062b-f7c1-4af4-b79f-2ba1c15249cb/js/app.js" type="text/javascript"></script></span>Jfjuniorhttp://www.blogger.com/profile/06489839029081384326noreply@blogger.com0tag:blogger.com,1999:blog-1888798435178792165.post-56086040009903887162024-02-15T22:14:00.003-03:002024-02-15T22:14:35.837-03:00 Dragonlance Dragons Of Eternity, de Margaret Weis e Tracy Hickman, lançado em 6 de agosto de 2024<p style="text-align: justify;"> <span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O terceiro volume da trilogia </span></span><span style="font-size: medium;"><i><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Dragonlance Destinies</span></span></b></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://amzn.to/3UFpWnA" rel="nofollow ugc noopener" target="_blank"><i><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Dragons of Eternity</span></span></b></i></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
de Margaret Weis e Tracy Hickman com capa de Philipp Urlich, está
previsto para ser lançado em 6 de agosto de 2024. Publicado pela </span></span><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Random House Worlds</span></span></b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , este livro conclui esta história de viagem no tempo de Destina Rosethorn e seus companheiros.</span></span><br /><br /></span>
</p><div class="bbImageWrapper js-lbImage" data-caption="<h4>Dragons of Eternity Cover.png</h4><p><a href="https:&#x2F;&#x2F;www-enworld-org.translate.goog&#x2F;threads&#x2F;dragons-of-eternity-by-margaret-weis-and-tracy-hickman-coming-august-6-2024.702611&#x2F;?_x_tr_sl&#x3D;en&amp;_x_tr_tl&#x3D;pt&amp;_x_tr_hl&#x3D;pt-BR&amp;_x_tr_pto&#x3D;sc#post-9264188" class="js-lightboxCloser">Egg Embry · Feb 13, 2024 at 4:40 PM</a> · <a href="/media/dragons-of-eternity-cover-png.135118/"><i class="fa--xf far fa-camera" aria-hidden="true"></i> View media item</a></p>" data-fancybox="lb-post-9264188" data-lb-caption-extra-html=" · <a href="/media/dragons-of-eternity-cover-png.135118/"><i class="fa--xf far fa-camera" aria-hidden="true"></i> View media item</a>" data-lb-sidebar-href="/media/dragons-of-eternity-cover-png.135118/?lightbox=1" data-single-image="1" data-src="https://www.enworld.org/attachments/dragons-of-eternity-cover-png.345953/" style="cursor: pointer; text-align: justify;" title="Capa dos Dragões da Eternidade.png"><span style="font-size: medium;"><img alt="Capa dos Dragões da Eternidade.png" class="bbImage" data-url="" data-zoom-target="1" height="1027" src="https://www.enworld.org/attachments/dragons-of-eternity-cover-png.345953/" title="Capa dos Dragões da Eternidade.png" width="677" /></span>
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Para celebrar os dois romances anteriores, </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://amzn.to/48evfgT" rel="nofollow ugc noopener" target="_blank"><i><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Dragons of Deceit</span></span></b></i></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://amzn.to/3uwHx6u" rel="nofollow ugc noopener" target="_blank"><i><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Dragons of Fate</span></span></b></i></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , as autoras Margaret Weis e Tracy Hickman organizaram eventos de lançamento na </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.gencon.com/" rel="nofollow ugc noopener" target="_blank"><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Gen Con</span></span></b></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . </span><span style="vertical-align: inherit;">Questionada se o romance final teria um evento especial de lançamento na </span></span><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Gen Con 2024</span></span></b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , Margaret deu a entender que tentariam organizar um, mas o evento ainda não foi coordenado. </span><span style="vertical-align: inherit;">Margaret Weis confirmou que ela e Tracy Hickman “ </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.facebook.com/margaret.weis/posts/pfbid02mVio6Q4ynXkmQtENKrWCGHNhpp3ydK7d7B8T1yTSaQBuXg8peGbfcmpxbEpzMXRgl" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">venderão os livros na </span></span><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Gen Con</span></span></b></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ”. </span></span><br /><br /><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
Inferindo dos </span></span><a class="link link--internal" href="https://www-enworld-org.translate.goog/threads/joe-manganiello-dragonlance-tv-show-no-longer-in-development.702521/?_x_tr_sl=en&_x_tr_tl=pt&_x_tr_hl=pt-BR&_x_tr_pto=sc"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">comentários de Joe Manganiello sobre </span><span style="vertical-align: inherit;">as atitudes </span></span><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">da Wizards of the Coasts em relação a </span></span></b><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Dragonlance</span></span></b></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><i><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Dragons of Eternity</span></span></b></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> pode ser o último </span><span style="vertical-align: inherit;">projeto oficial </span></span><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de Dragonlance por algum tempo. </span></span></b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Enquanto Richard A. Knaak e </span></span><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Dragonlance Nexus</span></span></b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> produziram um livro semi-oficial de </span></span><a class="link link--internal" href="https://www-enworld-org.translate.goog/threads/kaz-the-minotaur-comes-to-5e-for-his-35th-anniversary.701565/?_x_tr_sl=en&_x_tr_tl=pt&_x_tr_hl=pt-BR&_x_tr_pto=sc"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">nova ficção e aventuras </span></span><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de Dragonlance</span></span></b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> através da </span></span><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">DMsGuild</span></span></b></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , o último romance de Weis e Hickman pode representar o cânone final </span></span><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de Dragonlance</span></span></b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . </span></span><br /><br /><b><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://www.penguinrandomhouse.com/books/602559/dragons-of-eternity-by-margaret-weis-and-tracy-hickman/" rel="nofollow ugc noopener" target="_blank"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">SOBRE DRAGÕES DA ETERNIDADE</span></span></a> </b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (citado no site da </span></span><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Penguin Random House</span></span></b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ):</span></span><br /><br /></span><blockquote class="bbCodeBlock bbCodeBlock--expandable bbCodeBlock--quote js-expandWatch is-expandable" data-attributes="" data-quote="" data-source="">
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Uma mulher intrépida e seus amigos alteraram
inadvertidamente o futuro de seu mundo e agora eles devem tentar
restaurar o tempo na emocionante conclusão da série Dragonlance,
best-seller do New York Times. </span></span><span style="font-size: medium;"><br /><br /><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
Quando Destina Rosethorn e seus companheiros
foram transportados para uma época séculos antes de seu nascimento –
para os dias da Terceira Guerra dos Dragões – a Pedra Cinzenta de
Gargath que Destina carrega trouxe o caos ao campo de batalha e mudou o
curso da história. </span><span style="vertical-align: inherit;">Ao retornar à Pousada da Última Casa onde sua jornada começou, Destina e seus amigos descobrem um mundo completamente mudado. </span><span style="vertical-align: inherit;">As forças do mal dominam a terra. </span></span><br /><br /><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
O rio do Tempo está subindo, fluindo inexoravelmente em direção aos dias atuais. </span><span style="vertical-align: inherit;">Destina e seus amigos têm que fazer uma última e desesperada tentativa de restaurar o rio do Tempo ao seu canal correto. </span><span style="vertical-align: inherit;">Se não conseguirem, o passado alterado varrerá o presente até que não reste nenhum vestígio do seu velho mundo.
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<div class="bbImageWrapper js-lbImage" data-caption="<h4>Atualizado com a imagem completa por Philipp Urlich</h4><p><a href="https:&#x2F;&#x2F;www-enworld-org.translate.goog&#x2F;threads&#x2F;dragons-of-eternity-by-margaret-weis-and-tracy-hickman-coming-august-6-2024.702611&#x2F;?_x_tr_sl&#x3D;en&amp;_x_tr_tl&#x3D;pt&amp;_x_tr_hl&#x3D;pt-BR&amp;_x_tr_pto&#x3D;sc#post-9264188" class="js-lightboxCloser">Egg Embry · Feb 13, 2024 at 4:40 PM</a> · <a href="/media/dragons-of-eternity-full-cover-artwork-by-philipp-urlich-jpg.135123/"><i class="fa--xf far fa-camera" aria-hidden="true"></i> View media item</a></p>" data-fancybox="lb-post-9264188" data-lb-caption-extra-html=" · <a href="/media/dragons-of-eternity-full-cover-artwork-by-philipp-urlich-jpg.135123/"><i class="fa--xf far fa-camera" aria-hidden="true"></i> View media item</a>" data-lb-sidebar-href="/media/dragons-of-eternity-full-cover-artwork-by-philipp-urlich-jpg.135123/?lightbox=1" data-single-image="1" data-src="https://www.enworld.org/attachments/dragons-of-eternity-full-cover-artwork-by-philipp-urlich-jpg.345965/" style="cursor: pointer; text-align: justify;" title="Atualizado com a imagem completa por Philipp Urlich"><span style="font-size: medium;"><img alt="Atualizado com a imagem completa por Philipp Urlich" class="bbImage" data-url="" data-zoom-target="1" height="474" src="https://www.enworld.org/attachments/dragons-of-eternity-full-cover-artwork-by-philipp-urlich-jpg.345965/" title="Atualizado com a imagem completa por Philipp Urlich" width="640" /></span>
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Imagem atualizada apresentando a arte da capa completa de Philipp Urlich
</span></span></div><div style="text-align: justify;"><span style="font-size: medium;"><br /><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Egg
Embry participa do Programa de Afiliados OneBookShelf, do Programa de
Afiliados da Noble Knight Games e é associado da Amazon. </span><span style="vertical-align: inherit;">Esses programas oferecem taxas de publicidade vinculadas ao DriveThruRPG, Noble Knight Games e Amazon.</span></span></i></span><script src="moz-extension://bc13062b-f7c1-4af4-b79f-2ba1c15249cb/js/app.js" type="text/javascript"></script></div>Jfjuniorhttp://www.blogger.com/profile/06489839029081384326noreply@blogger.com0tag:blogger.com,1999:blog-1888798435178792165.post-5285770300841774562024-02-15T19:45:00.004-03:002024-02-20T17:57:03.538-03:00A maldição de Stradh Capítulo IX: Passo Tsolenka <p style="text-align: justify;"><span style="font-size: medium;"> </span></p><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzMdB0Zu_5NY0zfOa99PqSc3tPBm33gtoPmpCJ1Fi8dbyW3djlfaiPobVZuDcVBnS7e_pW3mObtOUiFJ3XexSGL1QzfQunGchj1aZZ280sDmhKtVzjd-6fGIhIqpAGObMYdrGA3yJ73SSQ6UIDcV9P9-2CFR0H9Xwvbp6_RKGuupsRuVAyLn-Z6rv0vOw/s225/barovia.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="225" data-original-width="225" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzMdB0Zu_5NY0zfOa99PqSc3tPBm33gtoPmpCJ1Fi8dbyW3djlfaiPobVZuDcVBnS7e_pW3mObtOUiFJ3XexSGL1QzfQunGchj1aZZ280sDmhKtVzjd-6fGIhIqpAGObMYdrGA3yJ73SSQ6UIDcV9P9-2CFR0H9Xwvbp6_RKGuupsRuVAyLn-Z6rv0vOw/w640-h640/barovia.jpeg" width="640" /></a></div></div><span style="font-size: medium;"><br /><br /><br /></span>
<p></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Tsolenka
Pass é uma estrada de cascalho que circunda o Monte Ghakis, subindo a
grandes alturas. A estrada começa no cruzamento do Rio Raven ( </span></span><span style="font-size: medium;"><a href="https://5e.tools/adventure.html#CoS,3"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 2</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><a data-vet-entry="{"type":"entries","name":"R. Raven River Crossroads","page":40,"id":"130","entries":["Always check for a random encounter whenever the characters reach {@area area R|130|x}.","This stretch of the Old Svalich Road has multiple branches. One branch heads north, quickly turning into a dirt path that leads to Van Richten's Tower on Lake Baratok ({@area area V|136|x}). One branch heads south, becoming Tsolenka Pass ({@area area T|134|x}) as it winds through the lower mountains and clings to the side of Mount Ghakis. A third branch heads west toward the Wizard of Wines winery and vineyard ({@area area W|137|x}), dipping south as it changes from a road into a gravel trail.","Standing at the intersection of the Old Svalich Road and the road to the winery is a signpost:",{"type":"insetReadaloud","id":"131","entries":["You see a weatherworn signpost next to the road. The three arms of the sign point along the three branches of the road. The arm pointing north reads Krezk, and through the woods you can see an arching stone bridge spanning a river. The arm pointing east reads Vallaki, and the road slopes up gradually in that direction. The arm pointing southwest reads The Wizard of Wines. The road slopes gently downward in that direction."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,3,r.%20raven%20river%20crossroads,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área R</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) e percorre sete milhas até uma portaria ( </span></span><a data-vet-entry="{"type":"entries","name":"T1. Gatehouse Portcullis","page":157,"id":"532","entries":["When the characters approach from the west, read:",{"type":"insetReadaloud","id":"533","entries":["The shelf of rock on which the mountain road clings grows narrow. To your left, the icy cliffs rise sharply toward dark, rolling clouds. To your right, the ground falls away into a sea of fog. Ahead, through the wind and snow, you see a high wall of black stone lined with spikes and topped by statues of demonic vultures with horned heads. Set in the center of the wall is a closed iron portcullis, behind which burns a curtain of green flame.","On the other side of the dark wall, gripping the mountain's edge, is a guard tower of white stone topped by golden statues of mighty warriors."]},"The gatehouse is 30 feet high. The adjoining walls are 20 feet high and lined with stone spikes. If the characters circumvent the gate by flying or climbing over it, the statues on the gatehouse (area T2) animate and attack.","If the characters approach within 10 feet of the portcullis, it shrieks with the sound of metal on metal as it rises on its own. It stays open for 1 minute, then closes."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,10,t1.%20gatehouse%20portcullis,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">áreas T1</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> – </span></span><a data-vet-entry="{"type":"entries","name":"T3. Curtain of Green Flame","page":157,"id":"535","entries":["A curtain of green flame fills the eastern archway of the gatehouse. Any creature that enters the curtain for the first time on a turn or starts its turn in the green flame takes 33 ({@dice 6d10}) fire damage.","A successful casting of {@spell dispel magic} (DC 16) suppresses the curtain for 1 minute. The curtain is also suppressed within an {@spell antimagic field}."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,10,t3.%20curtain%20of%20green%20flame,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">T3</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) e uma torre de vigia ( </span></span><a data-vet-entry="{"type":"entries","name":"T4. Guard Tower, Ground Floor","page":157,"id":"536","entries":["The tower door is made of ironbound wood and barred from within. A character can force open the door with a successful DC 22 Strength ({@skill Athletics}) check.",{"type":"insetReadaloud","id":"537","entries":["A cold hearth stands across from the door, the wind howling down its chimney. A stone staircase is on the south wall. Three windows look out over a foggy sea."]},"The stairs climb 20 feet to area T5.",{"type":"entries","name":"Teleport Destination","page":159,"id":"538","entries":["Characters who teleport to this location from {@area area K78|297|x} in Castle Ravenloft arrive at the point marked X on the map."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,10,t4.%20guard%20tower%2c%20ground%20floor,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">áreas T4</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> – </span></span><a data-vet-entry="{"type":"entries","name":"T6. Guard Tower Rooftop","page":159,"id":"53b","entries":[{"type":"insetReadaloud","id":"53c","entries":["Ten-foot-tall, gold-plated statues stand atop the battlements, facing outward. Each one depicts a female human knight holding a lance. The cold wind stirs the snow, under which you see human skeletons clad in rusty mail."]},"The roof is 40 feet high and 540 feet above the misty valley below. A wooden trapdoor in the floor squeals as it is pulled open, revealing area T5 below.","The skeletons are the remains of four guards who held this post long ago. Characters who search the remains find tattered bits of cloth, broken longbows and arrows, rusted blades in ruined sheaths, and rusty chain mail.",{"type":"entries","name":"Fortunes of Ravenloft","page":159,"id":"53d","entries":["If your card reading reveals that a treasure is here, read:",{"type":"insetReadaloud","id":"53e","entries":["The swirling snow assumes the forms of thin, young women. The wind howls, \"Begone! The treasure is ours!\""]},"The forms are six {@creature Snow Maiden|CoS|snow maidens}. Use the {@creature specter} statistics, with the following modifications:",{"type":"list","items":["The snow maidens have immunity to cold damage.","The snow maidens' Life Drain attack deals cold damage instead of necrotic damage."]},"The snow maidens don't speak, nor are they interested in hearing what the characters have to say. If the characters don't leave at once, the snow maidens attack. When the last {@creature snow maiden|CoS} is defeated, the treasure that the characters seek magically appears in the swirling snow on the rooftop."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,10,t6.%20guard%20tower%20rooftop,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">T6</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ), bem como uma ponte de pedra ( </span></span><a data-vet-entry="{"type":"entries","name":"T7. Western Arch","page":159,"id":"53f","entries":["When the characters approach the bridge, read:",{"type":"insetReadaloud","id":"540","entries":["The snowy pass comes to a gorge spanned by a stone bridge. At each end of the bridge is a thirty-foot-tall, thirty-foot-wide stone arch. Atop each one are two statues of armored knights on horseback with lances, charging toward one another. The wind bites and howls like wolves as it passes through the gorge."]},"The western arch contains empty guard posts, one on each side of the bridge. These 10-foot-wide chambers provide some protection against the howling wind."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,10,t7.%20western%20arch,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">áreas T7</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> – </span></span><a data-vet-entry="{"type":"entries","name":"T9. Eastern Arch","page":159,"id":"543","entries":[{"type":"insetReadaloud","id":"544","entries":["One of the statues atop this arch has crumbled, leaving only the hindquarters of the horse intact. The mountain pass continues beyond."]},"This arch contains 10-foot-square guard posts, one on each side of the bridge. Both rooms are empty.","Beyond this arch, Tsolenka Pass hugs the mountainside for three miles before branching north and south. The northern branch leads to the Amber Temple ({@adventure chapter 13|CoS|14}). The southern branch continues to wrap around Mount Ghakis until it ends at the deadly fog that surrounds Barovia (see chapter 2, \"{@area Mists of Ravenloft|0a3|x}\")."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,10,t9.%20eastern%20arch,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">T9)</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
. ) que atravessa o rio Luna. O vento e a neve tornam a viagem
traiçoeira. Sem alguma forma de se aquecer, os personagens que não estão
vestidos para o frio sofrem os efeitos do frio extremo à noite (veja “ </span></span><a href="https://5e.tools/book.html#DMG,5,weather,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Clima</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ” no capítulo 5, “Ambientes de Aventura”, do </span></span><a href="https://5e.tools/book.html#DMG"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Guia do Mestre</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p><div class="rd__quote" style="text-align: justify;"><p class="rd__quote-line rd__quote-line--last"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">“ </span></span><span style="font-size: medium;"><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">A
estrada fazia curvas e subia, fazendo um longo ziguezague até esta
extremidade do Monte Ghakis. O ar ficou mais frio, não mais quente, e
manchas de neve tornaram-se mais frequentes até desaparecerem.</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ”</span></span></span></p><p><span style="font-size: medium;"><span class="rd__quote-by"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">— </span></span><a data-vet-hash="strahd%20von%20zarovich_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#strahd%20von%20zarovich_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Strahd von Zarovich</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> em I, Strahd: As Memórias de um Vampiro</span></span></span></span></p></div><hr class="rd__hr rd__hr--section" style="margin-left: 0px; margin-right: 0px; text-align: left;" /><div class="rd__b rd__b--0" style="text-align: justify;"><h1 class="rd__h rd__h--0" data-title-index="2" data-title-relative-index="0"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhOtE5AgVhfiyY-EJkylNJyWJcVLjNh2v-AEjV1lRlhlzCTOMK3LZiCi-L7PUt04BtkE-xy7hVRqZd72GMPDYkIyrgSvSX2PR95BSrMaBHU8tlAluueRMYAHlfBcRqiB5dYyXsr_WurnXD_zvXPO3ZmyDlt6-DQi-S4gXRsfsWINfqf7nNk__tyMbolg1w/s263/images.jpeg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="263" data-original-width="191" height="395" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhOtE5AgVhfiyY-EJkylNJyWJcVLjNh2v-AEjV1lRlhlzCTOMK3LZiCi-L7PUt04BtkE-xy7hVRqZd72GMPDYkIyrgSvSX2PR95BSrMaBHU8tlAluueRMYAHlfBcRqiB5dYyXsr_WurnXD_zvXPO3ZmyDlt6-DQi-S4gXRsfsWINfqf7nNk__tyMbolg1w/w287-h395/images.jpeg" width="287" /></a></div> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Áreas do Passe</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p157</span></span></span></span></span></h1></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As
áreas a seguir correspondem aos rótulos no mapa da passagem de Tsolenka
abaixo. Essas estruturas são feitas de pedra bem ajustada e não podem
ser escaladas sem a ajuda de magia ou de um kit de alpinista.</span></span></p><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="5" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">T1. Portaria Portcullis</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p157</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Quando os personagens se aproximarem do oeste, leia:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
plataforma rochosa à qual a estrada da montanha se agarra fica
estreita. À sua esquerda, os penhascos gelados elevam-se acentuadamente
em direção às nuvens escuras e ondulantes. À sua direita, o chão se
transforma em um mar de neblina. À frente, em meio ao vento e à neve,
você vê um muro alto de pedra negra revestido de espinhos e encimado por
estátuas de abutres demoníacos com cabeças com chifres. No centro da
parede há uma ponte levadiça de ferro fechada, atrás da qual arde uma
cortina de chama verde.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Do
outro lado da parede escura, agarrando-se à borda da montanha, há uma
torre de guarda de pedra branca encimada por estátuas douradas de
poderosos guerreiros.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
portaria tem 30 pés de altura. As paredes adjacentes têm 6 metros de
altura e são revestidas com pontas de pedra. Se os personagens
contornarem o portão voando ou escalando-o, as estátuas na portaria
(área T2) serão animadas e atacarão.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se
os personagens se aproximarem a até 3 metros da ponte levadiça, ela
grita com o som de metal contra metal enquanto sobe sozinha. Fica aberto
por 1 minuto e depois fecha.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="6" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">T2. Estátuas Demoníacas</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p157</span></span></span></span></span></h2></div><div class="rd__b rd__b--1" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Essas estátuas são na verdade dois </span><span style="vertical-align: inherit;">vrocks </span></span><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">petrificados</span></span> <span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
. Se forem atacados, ou se os personagens contornarem a portaria, os
vrocks voltam à carne e atacam, perseguindo a presa que foge e lutando
até serem mortos.</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="7" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">T3. Cortina de Chama Verde</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p157</span></span></span></span></span></h2></div><div class="rd__b rd__b--1" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma
cortina de chamas verdes preenche o arco leste da portaria. Qualquer
criatura que entre na cortina pela primeira vez em um turno ou comece
seu turno na chama verde sofre 33 ( </span></span><span style="font-size: medium;"><span class="roller render-roller" data-packed-dice="{"type":"dice","rollable":true,"toRoll":"6d10","displayText":"6d10"}" title="Clique para rolar. SHIFT/CTRL para rolar duas vezes."><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">6d10</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) de dano de fogo.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um lançamento bem-sucedido de </span></span><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">dissipar magia</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (CD 16) suprime a cortina por 1 minuto. A cortina também é suprimida dentro de um </span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">campo antimagia</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="8" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">T4. Torre de Guarda, Térreo</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p157</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
porta da torre é feita de madeira revestida de ferro e trancada por
dentro. Um personagem pode forçar a abertura da porta com um teste
bem-sucedido de Força ( </span></span><span style="font-size: medium;"><span class="help help--hover" data-vet-hash="athletics_phb" data-vet-is-faux-page="true" data-vet-page="skill" data-vet-source="PHB"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Atletismo</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) CD 22.</span></span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma
lareira fria fica em frente à porta, o vento uivando pela chaminé. Uma
escadaria de pedra encontra-se na parede sul. Três janelas dão para um
mar enevoado.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As escadas sobem 20 pés até à área T5.</span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="9" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Destino de teletransporte</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p159</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Personagens que se teletransportam para este local da </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"K78. Brazier Room","page":82,"id":"297","entries":[{"type":"insetReadaloud","id":"298","entries":["This room is thirty feet square, rising to a twenty-foot-tall flat ceiling. A stone brazier burns fiercely in the center of the room, but its tall white flame produces no heat. The rim of the brazier is carved with seven cup-shaped indentations spaced evenly around the circumference. Within each indentation is a spherical stone, twice the diameter of a human eyeball and made of a colored crystal. No two stones are the same color.","Overhead, a wood-framed hourglass as tall and wide as a dwarf hangs ten feet above the brazier, suspended from the ceiling by thick iron chains. All the sand is stuck in the upper portion of the hourglass, seemingly unable to run down into the bottom. Written in glowing script on the base of the hourglass is a verse in Common.","Two nine-foot-tall iron statues of knights on horseback, poised to charge with swords drawn, stand in deep alcoves facing each other. The brazier sits between them."]},"The two statues are {@creature Iron Golem||iron golems}. Each horse and rider is considered one creature, and they are inseparable. The golems will not leave the room under any circumstances, and they attack only under specific conditions (see the \"Development\" section that follows).","The hourglass has AC 12, 20 hit points, immunity to poison and psychic damage, and vulnerability to thunder damage. If the hourglass is reduced to 0 hit points, its glass shatters, causing the sand within it to fall to the floor. The magic writing on the base of the hourglass reads as follows:",{"type":"inset","id":"299","entries":["{@i Cast a stone into the fire:}","{@i Violet leads to the mountain spire}","{@i Orange to the castle's peak}","{@i Red if lore is what you seek}","{@i Green to where the coffins hide}","{@i Indigo to the master's bride}","{@i Blue to ancient magic's womb}","{@i Yellow to the master's tomb}"]},"The brazier's flame is magical and sheds no warmth. A successful casting of {@spell dispel magic} (DC 16) extinguishes the flame for 1 hour. The fire is permanently extinguished if the brazier is destroyed. The brazier has AC 17, 25 hit points, immunity to poison and psychic damage, and resistance to all other damage.","The stones set into the brazier's rim are colored red, orange, yellow, green, blue, indigo, and violet, respectively. Tossing one into the brazier causes its flame to change from white to the color of the stone, and the sand begins falling through the hourglass. Any creature that touches the colored flame is teleported to a location within Strahd's domain, as determined by the color:",{"type":"table","colLabels":["Flame Color","Teleports to..."],"colStyles":["col-2 text-center","col-10"],"rows":[["Red","Study ({@area area K37|207|x})"],["Orange","North tower peak ({@area area K60|247|x})"],["Yellow","Strahd's tomb ({@area area K86|31b|x})"],["Green","Coffin maker's shop ({@adventure chapter 5|CoS|6}, {@area area N6f|3dc|x})"],["Blue","Amber Temple ({@adventure chapter 13|CoS|14}, {@area area X42|666|x})"],["Indigo","Abbey of Saint Markovia ({@adventure chapter 8|CoS|9}, {@area area S17|50b|x})"],["Violet","Tsolenka Pass ({@adventure chapter 9|CoS|10}, {@area area T4|536|x})"]]},"After 5 rounds, the sand runs out, and the color of the flame returns to white. When the flame does so, the sand instantly reappears in the top part of the hourglass (provided the hourglass is intact), and the stone that was cast into the fire reappears in the brazier's rim.",{"type":"entries","name":"Development","page":84,"id":"29a","entries":["If the brazier, the hourglass, or either {@creature Iron Golem||golem} is attacked, the doors of the room magically slam shut and lock (unless they are being held or wedged open), and the golems animate and attack. On the first round, the golems fill the room with their poison breath, which issues from the horses' mouths. (Each creature in the room must make two saving throws, one for each breath weapon.) On subsequent rounds, each golem makes one attack with its sword and one slam attack with its hoof. When there are no creatures left to fight in the room, the golems return to their alcoves, and the doors unlock. Forcing open a locked door requires a successful DC 25 Strength ({@skill Athletics}) check. Each door has AC 15, 25 hit points, and immunity to poison and psychic damage."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,5,k78.%20brazier%20room,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área K78</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> no Castelo Ravenloft chegam ao ponto marcado com X no mapa.</span></span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="10" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">T5. Torre da Guarda, Piso Superior</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p159</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
nível superior da torre é uma geladeira com janelas instaladas em quase
todas as paredes. Uma escada de ferro enferrujada aparafusada ao chão e
ao teto leva até um alçapão de madeira. Montada acima da lareira de
pedra está a cabeça de um lobo terrível. O vento que desce pela chaminé
uiva em seu lugar.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O alçapão no teto se abre com um guincho, revelando o telhado (área T6) e o céu cinzento e tempestuoso.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="11" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">T6. Cobertura da Torre de Guarda</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p159</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Estátuas
folheadas a ouro de três metros de altura ficam no topo das ameias,
voltadas para fora. Cada um retrata uma cavaleira humana segurando uma
lança. O vento frio agita a neve, sob a qual você vê esqueletos humanos
vestidos com cota de malha enferrujada.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
telhado tem 12 metros de altura e 170 metros acima do vale enevoado
abaixo. Um alçapão de madeira no chão range ao ser aberto, revelando a
área T5 abaixo.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os
esqueletos são os restos mortais de quatro guardas que ocuparam este
posto há muito tempo. Os personagens que revistarem os restos
encontrarão pedaços de tecido esfarrapados, arcos longos e flechas
quebrados, lâminas enferrujadas em bainhas arruinadas e cotas de malha
enferrujadas.</span></span></p><p style="text-align: justify;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEifBnA0Fy9lJ5YiqDvTzug1BRyIHXlk9mPGgnCVhp5sQoIPCk9V_UvoOZUKxu4oyThGy0vQyRxamQ0AHPhnQllUzA_2viLFCb1wOFWsT8SX8dC2BkitrvtNS3CGMr3ZOximIk0ARDwjdEuVnWMuMYM10dEY3r8MQyKjZ1CTkz3BC2m_ljiqBc2u43hBUUg/s293/strahd.JPG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="172" data-original-width="293" height="188" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEifBnA0Fy9lJ5YiqDvTzug1BRyIHXlk9mPGgnCVhp5sQoIPCk9V_UvoOZUKxu4oyThGy0vQyRxamQ0AHPhnQllUzA_2viLFCb1wOFWsT8SX8dC2BkitrvtNS3CGMr3ZOximIk0ARDwjdEuVnWMuMYM10dEY3r8MQyKjZ1CTkz3BC2m_ljiqBc2u43hBUUg/w320-h188/strahd.JPG" width="320" /></a></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="12" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Fortunas de Ravenloft</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p159</span></span></span></span></span></h3></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se a leitura da sua carta revelar que um tesouro está aqui, leia:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A neve rodopiante assume a forma de mulheres jovens e magras. O vento uiva: "Vá embora! O tesouro é nosso!"</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As formas são seis </span></span><span style="font-size: medium;"><a data-vet-hash="snow%20maiden_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#snow%20maiden_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">donzelas da neve</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . Use as estatísticas </span></span><a data-vet-hash="specter_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#specter_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">do espectro</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , com as seguintes modificações:</span></span></span></p><ul class="rd__list"><li class="rd__li"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As donzelas da neve têm imunidade aos danos do frio.</span></span></li><li class="rd__li"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O ataque Life Drain das donzelas da neve causa dano de frio em vez de dano necrótico.</span></span></li></ul><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As
donzelas da neve não falam, nem estão interessadas em ouvir o que os
personagens têm a dizer. Se os personagens não saírem imediatamente, as
donzelas da neve atacam. Quando a última </span></span><span style="font-size: medium;"><a data-vet-hash="snow%20maiden_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#snow%20maiden_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">donzela da neve</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> é derrotada, o tesouro que os personagens procuram aparece magicamente na neve rodopiante do telhado.</span></span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="13" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">T7. Arco Ocidental</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p159</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Quando os personagens se aproximarem da ponte, leia:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
passagem nevada chega a um desfiladeiro atravessado por uma ponte de
pedra. Em cada extremidade da ponte há um arco de pedra com nove metros
de altura e nove metros de largura. No topo de cada um há duas estátuas
de cavaleiros com armaduras a cavalo e lanças, atacando um ao outro. O
vento morde e uiva como lobos ao passar pela garganta.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
arco oeste contém postos de guarda vazios, um de cada lado da ponte.
Essas câmaras de 3 metros de largura fornecem alguma proteção contra o
vento uivante.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="14" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">T8. Ponte de Pedra</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p159</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os
muros baixos que cercam a ponte de pedra caíram em alguns lugares, mas a
ponte parece intacta. Um cavaleiro de capa preta montado em um cavalo
cor de carvão guarda o meio da ponte.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O cavaleiro encapuzado é uma manifestação de </span></span><span style="font-size: medium;"><a data-vet-hash="strahd%20von%20zarovich_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#strahd%20von%20zarovich_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Strahd von Zarovich</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
– um aviso sombrio para não prosseguir. Se os personagens interagirem
com a manifestação de alguma forma, o cavaleiro e o cavalo se
dispersarão como cinzas ao vento.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Quinhentos
metros abaixo da ponte está o rio Luna, quase invisível através da
neblina. Embora escorregadia em alguns lugares, a ponte de 3 metros de
largura e 27 metros de comprimento é segura para atravessar.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="15" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">T9. Arco Oriental</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p159</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--0" style="text-align: justify;"><div class="rd__b rd__b--1"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma
das estátuas no topo deste arco desmoronou, deixando apenas a parte
traseira do cavalo intacta. A passagem na montanha continua além.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Este arco contém postos de guarda de 3 metros quadrados, um de cada lado da ponte. Ambas as salas estão vazias.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Além
deste arco, o Passo Tsolenka abraça a encosta da montanha por cinco
quilômetros antes de se ramificar para norte e sul. O ramo norte leva ao
Templo de Âmbar ( </span></span><span style="font-size: medium;"><a href="https://5e.tools/adventure.html#CoS,14"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 13</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ). O ramo sul continua contornando o Monte Ghakis até terminar na névoa mortal que cerca a Baróvia (veja o capítulo 2, “ </span></span><a data-vet-entry="{"type":"entries","name":"Mists of Ravenloft","page":23,"id":"0a3","entries":["A deadly fog surrounds the land of Barovia and engulfs any creature that tries to leave. Even flying creatures are subject to the fog's effects, which are as follows:",{"type":"list","items":["A creature that starts its turn in the fog must succeed on a DC 20 Constitution saving throw or gain one level of {@condition exhaustion} (see {@book appendix A|PHB|11} in the {@book Player's Handbook|PHB}). This {@condition exhaustion} can't be removed while the creature is in the fog.","No matter how far a creature travels in the fog, or in which direction it goes, it gets turned around so that it eventually finds itself back in Barovia.","The area within the fog is heavily obscured (see \"{@quickref Vision and Light|PHB|2||Vision and Light}\" in chapter 8 of the {@book Player's Handbook|PHB})."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,3,mists%20of%20ravenloft,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Névoas de Ravenloft</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ”).</span></span></span></p></div></div><hr class="rd__hr rd__hr--section" style="margin-left: 0px; margin-right: 0px; text-align: left;" /><div class="rd__b rd__b--0" style="text-align: justify;"><h1 class="rd__h rd__h--0" data-title-index="16" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Eventos especiais</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p159</span></span></span></span></span></h1></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Você pode usar um ou ambos os eventos a seguir enquanto os personagens avançam pela Passagem Tsolenka.</span></span></p><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="17" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Roc do Monte Ghakis</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p159</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Conforme os personagens cruzam a ponte de pedra ( </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"T8. Stone Bridge","page":159,"id":"541","entries":[{"type":"insetReadaloud","id":"542","entries":["The low walls that enclose the stone bridge have fallen away in a couple of places, but the bridge appears intact. A black-cloaked rider on a charcoal-colored horse guards the middle of the bridge."]},"The cloaked rider is a manifestation of {@creature Strahd von Zarovich|CoS}—a grim warning to proceed no further. If the characters interact with the manifestation in any way, the rider and horse disperse like ash in the wind.","Five hundred feet below the bridge is the Luna River, barely visible through the fog. Though slippery in a few places, the 10-foot-wide, 90-foot-long bridge is safe to cross."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,10,t8.%20stone%20bridge,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área T8</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) de leste a oeste – possivelmente no caminho de volta do Templo de Âmbar ( </span></span><a href="https://5e.tools/adventure.html#CoS,14"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 13</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) – eles são avistados por uma </span></span><a data-vet-hash="roc_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#roc_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">roca</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
que sobreviveu nas montanhas por milhares de anos. A roca tem um grande
ninho no topo do Monte Ghakis, a sudeste, e se alimenta de peixes no
lago próximo.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Quando o Roc do Monte Ghakis aparecer, leia:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Mergulhando
em direção à ponte está uma criatura de tamanho sobrenatural – um
pássaro tão monstruoso que suas asas obscurecem o céu.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
roca ataca uma criatura aleatória na ponte, pegando um cavalo ou uma
mula, se houver algum disponível. Caso contrário, ataca um membro do grupo. Ele não pode alcançar personagens que se escondem nos postos de
guarda nas extremidades da ponte. Se não tiver nada para atacar por sua
vez, a roca solta um grito horrível e voa de volta para seu ninho.</span></span></p><div><div class="rd__wrp-image relative">
<span style="font-size: medium;"><a href="https://5e.tools/img/adventure/CoS/097-cos09-03.webp" rel="noopener noreferrer" target="_blank"><br />
</a></span>
</div></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="18" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Carga de Chifre Sangrento</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p160</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">À
medida que os personagens avançam pela Passagem Tsolenka, eles
encontram uma fera que os druidas e furiosos da Baróvia chamam de </span></span><span style="font-size: medium;"><a data-vet-hash="sangzor_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#sangzor_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Sangzor</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ("Bloodhorn"):</span></span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
estrada à frente é cortada na encosta da montanha, subindo abruptamente
de um lado e caindo do outro. Névoa e neve reduzem bastante a
visibilidade, e o vento uivante corta você como uma faca.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se nenhum personagem tiver um valor de Sabedoria passiva ( </span></span><span style="font-size: medium;"><span class="help help--hover" data-vet-hash="perception_phb" data-vet-is-faux-page="true" data-vet-page="skill" data-vet-source="PHB"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Percepção</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) igual ou superior a 16, o grupo será </span></span><a data-vet-hash="bookref-quick,3,surprise,0" data-vet-page="quickreference.html" data-vet-source="PHB" href="https://5e.tools/quickreference.html#bookref-quick,3,surprise,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">surpreendido</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . Caso contrário, leia:</span></span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma
cabra de quase três metros de altura está no topo de um penhasco acima
de você, seu pelo cinza combinando perfeitamente com a rocha da encosta
da montanha. Ele abaixa a cabeça e a malícia brilha em seus olhos.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium;"><a data-vet-hash="sangzor_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#sangzor_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Sangzor</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> é uma </span></span><a data-vet-hash="giant%20goat_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#giant%20goat_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">cabra gigante</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
conhecida por sua resiliência sobrenatural e má disposição. O povo da
montanha o caça há anos. Modifique suas estatísticas da seguinte forma:</span></span></span></p><ul class="rd__list" style="text-align: justify;"><li class="rd__li"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Tem uma Inteligência de 6 (modificador −2) e é caótico e mau.</span></span></li><li class="rd__li"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Possui 33 pontos de vida.</span></span></li><li class="rd__li"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Possui resistência a danos de concussão, perfurantes e cortantes de ataques não mágicos.</span></span></li><li class="rd__li"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Sua classificação de desafio é 1 (200 XP).</span></span></li></ul><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
cabra gigante desce a montanha (usando seu recurso Charge) e ataca um
personagem. Se o ataque acertar e o alvo falhar no teste de resistência,
ele será jogado montanha abaixo, caindo 30 metros em uma saliência.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
cabra foge se sofrer 10 de dano ou mais. A neblina e a neve impedem de
ver qualquer coisa a mais de 18 metros de distância. Assim que a cabra
desaparece de vista, ela desaparece por uma fenda.</span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="19" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Desenvolvimento</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p160</span></span></span></span></span></h3></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um personagem que usa a pele de </span></span><span style="font-size: medium;"><a data-vet-hash="sangzor_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#sangzor_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Sangzor</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
pode conquistar o respeito dos furiosos que habitam o domínio de
Strahd. Eles não atacarão o personagem ou seus companheiros, a menos que
sejam provocados.</span></span></span></p><table class="w-100 stats stats--book stats--book-large" id="pagecontent"><tbody><tr><td colspan="6" style="padding-left: 9px; padding-right: 9px; padding-top: 6px;"><div class="split"></div><br /></td></tr><tr class="text"><td class="py-2 px-y" colspan="6"><div class="rd__b rd__b--0"><h1 class="rd__h rd__h--0" data-title-index="1" data-title-relative-index="0"> <span class="entry-title-inner"><br /></span></h1></div><br /></td></tr></tbody></table><script src="moz-extension://bc13062b-f7c1-4af4-b79f-2ba1c15249cb/js/app.js" type="text/javascript"></script><script src="moz-extension://bc13062b-f7c1-4af4-b79f-2ba1c15249cb/js/app.js" type="text/javascript"></script>Jfjuniorhttp://www.blogger.com/profile/06489839029081384326noreply@blogger.com0tag:blogger.com,1999:blog-1888798435178792165.post-75176471656369883632024-02-14T19:31:00.033-03:002024-02-20T09:49:42.652-03:00A maldição de Stradh Capítulo VIII: A Vila de Krezk <p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;"> </span></span></p><div class="separator" style="clear: both; text-align: center;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjEBMSbnx-HR2daczKfyJ3BYsnDfkrDT-BclyL1746wcZNXrw42WO0rJa_wlkHeigsDuvSES_CS3uepHTAMN_bTV6GrzPz1lFwPt3P7wEzXiYC0jBZfF4hUmemk3OOdyYHCsm1eWPGdCE82A17kkFGhUSLc_3j_j-pYBjv3P303z4iMbrStvY4OqARY0Tg/s279/barovia%202.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="180" data-original-width="279" height="413" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjEBMSbnx-HR2daczKfyJ3BYsnDfkrDT-BclyL1746wcZNXrw42WO0rJa_wlkHeigsDuvSES_CS3uepHTAMN_bTV6GrzPz1lFwPt3P7wEzXiYC0jBZfF4hUmemk3OOdyYHCsm1eWPGdCE82A17kkFGhUSLc_3j_j-pYBjv3P303z4iMbrStvY4OqARY0Tg/w640-h413/barovia%202.jpeg" width="640" /></a></span></span></div><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;"><br /></span></span><p></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
vila fortificada de Krezk fica perto do limite do domínio de Strahd, e o
muro de névoa que marca a fronteira é claramente visível acima da linha
das árvores. No entanto, mesmo aqui não há como escapar do vampiro. Na
verdade, os aldeões têm tanto medo de Strahd e seus lobos que nunca se
aventuram a sair da aldeia. Dentro de seus muros, eles cultivam árvores
que fornecem bastante madeira para mantê-los aquecidos nas noites frias,
e tiram água de um poço abençoado. Eles têm galinhas, lebres e
porquinhos, além de hortas de beterrabas e nabos. A única coisa de que
dependem do mundo exterior é o vinho. O burgomestre, Dmitri Krezkov, vem
de uma família nobre e recebe regularmente vinho da vinícola próxima, o
Mágico dos Vinhos ( </span></span><span style="font-size: medium;"><a href="https://5e.tools/adventure.html#CoS,13"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 12</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ), para manter a barriga dos habitantes locais aquecida e o ânimo.</span></span></span></p><div style="text-align: justify;"><div class="rd__wrp-image relative">
<span style="font-size: medium;"><a href="https://5e.tools/img/adventure/CoS/082-cos08-01.webp" rel="noopener noreferrer" target="_blank">
</a></span>
</div></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Erguendo-se
acima de Krezk está a Abadia de Santa Marcovia, outrora um convento e
hospital, agora um hospício invadido pela maldade. Depois que Santa
Markóvia e seus seguidores não conseguiram derrubar Strahd, a abadia
tornou-se uma fortaleza isolada do resto do mundo. Strahd atacou
impiedosamente os medos dos clérigos e freiras escondidos lá dentro, mas
no final das contas foi o isolamento e a ganância deles que os
condenou. O clero começou a brigar por comida e vinho. Quando seus
suprimentos acabaram, eles foram mortos pelas mãos uns dos outros ou
enlouquecidos pelos atos de terror de Strahd contra eles. Durante anos,
os aldeões de Krezk evitaram o local, temendo que a abadia fosse
amaldiçoada, assombrada ou ambos.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Então,
há mais de um século, um peregrino de uma terra distante chegou a Krezk
e insistiu que lhe fosse permitido reabrir a abadia. O homem sem nome
era incrivelmente bonito e extremamente persuasivo, e os aldeões não
puderam deixar de obedecer às suas ordens. Eternamente jovem, ele
preside a abadia até hoje, e os moradores locais referem-se a ele
simplesmente como </span></span><span style="font-size: medium;"><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o Abade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . Muitos aldeões suspeitam que </span></span><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o Abade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
seja Strahd disfarçado, pois ouviram histórias sobre Strahd aparecendo
em outros disfarces. A verdade, porém, é ainda mais perturbadora.</span></span></span></p><div class="rd__quote" style="text-align: justify;"><p class="rd__quote-line rd__quote-line--last"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">“ </span></span><span style="font-size: medium;"><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">O
brilho em seus olhos era como a luz quente do sol em um lago calmo.
Essa luz se foi para sempre. Quando tento imaginar aqueles olhos, tudo
que vejo é um abismo louco.</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ”</span></span></span></p><p><span style="font-size: medium;"><span class="rd__quote-by"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">- </span></span><a data-vet-hash="strahd%20von%20zarovich_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#strahd%20von%20zarovich_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Strahd von Zarovich</span></span></a></span></span></p></div><hr class="rd__hr rd__hr--section" style="margin-left: 0px; margin-right: 0px; text-align: left;" /><div class="rd__b rd__b--0" style="text-align: justify;"><h1 class="rd__h rd__h--0" data-title-index="2" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Áreas de Krezk</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p143</span></span></span></span></span></h1></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As áreas a seguir correspondem aos rótulos no mapa de Krezk abaixo.</span></span></p><div class="rd__wrp-gallery" style="text-align: justify;"><div class="rd__wrp-gallery-image"><div class="rd__wrp-image relative" data-title-index="3">
<span style="font-size: medium;"><a href="https://5e.tools/img/adventure/CoS/083-022.jpg" rel="noopener noreferrer" target="_blank" title="Mapa 8.1: A Vila de Krezk (Área S)"><br />
</a></span>
</div></div></div><div class="rd__wrp-gallery" style="text-align: justify;"><div class="rd__wrp-gallery-image"><div class="rd__wrp-image relative" data-title-index="4">
<span style="font-size: medium;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiahA9PRtBwAAX0yREBmGC9Le54NfsS8ZNV5bRSx9CcNADQSVMBxRkRf665fwRJPAYeloEiC4F_1fWifmz90eXCtQGP5O6moxJFOlNdcULcxiD7Wn1KlGfsW0RBcaEpw2Yom7V2-H24xEbAmRFWGpryUHGGxD4ZJsVss06DTIeh0YKtKuWwh8rJR9zmTNI/s226/barovia%202.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="223" data-original-width="226" height="632" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiahA9PRtBwAAX0yREBmGC9Le54NfsS8ZNV5bRSx9CcNADQSVMBxRkRf665fwRJPAYeloEiC4F_1fWifmz90eXCtQGP5O6moxJFOlNdcULcxiD7Wn1KlGfsW0RBcaEpw2Yom7V2-H24xEbAmRFWGpryUHGGxD4ZJsVss06DTIeh0YKtKuWwh8rJR9zmTNI/w640-h632/barovia%202.jpeg" width="640" /></a></div><br /><a href="https://5e.tools/img/adventure/CoS/084-cos801.jpg" rel="noopener noreferrer" target="_blank" title="Versão do jogador"><br />
</a></span>
</div></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="5" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">S1. Cruzamento</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p143</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
estrada se ramifica para o norte e sobe uma escarpa rochosa, terminando
em uma portaria construída em um muro de pedra de seis metros de altura
reforçado com contrafortes a cada quinze metros ou mais. A parede cerca
um assentamento na encosta de uma montanha coberta de neve. Além da
parede você vê os topos dos pinheiros cobertos de neve e finas nuvens
brancas de fumaça. O som sombrio de um sino vem de uma abadia de pedra
que fica na encosta da montanha, bem acima do povoado. O toque constante
é convidativo – uma mudança bem-vinda em relação ao silêncio mortal e à
névoa opressiva aos quais você se acostumou. É difícil dizer a esta
distância, mas parece haver uma estrada em ziguezague agarrada às
falésias que sobem do assentamento murado até a abadia.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
Estrada Velha Svalich continua para oeste a partir deste local por
pouco mais de um quilômetro e meio antes de mergulhar na cortina de
neblina que cerca a Baróvia (veja </span></span><span style="font-size: medium;"><a href="https://5e.tools/adventure.html#CoS,3"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 2</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><a data-vet-entry="{"type":"entries","name":"Mists of Ravenloft","page":23,"id":"0a3","entries":["A deadly fog surrounds the land of Barovia and engulfs any creature that tries to leave. Even flying creatures are subject to the fog's effects, which are as follows:",{"type":"list","items":["A creature that starts its turn in the fog must succeed on a DC 20 Constitution saving throw or gain one level of {@condition exhaustion} (see {@book appendix A|PHB|11} in the {@book Player's Handbook|PHB}). This {@condition exhaustion} can't be removed while the creature is in the fog.","No matter how far a creature travels in the fog, or in which direction it goes, it gets turned around so that it eventually finds itself back in Barovia.","The area within the fog is heavily obscured (see \"{@quickref Vision and Light|PHB|2||Vision and Light}\" in chapter 8 of the {@book Player's Handbook|PHB})."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,3,mists%20of%20ravenloft,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">“Névoas de Ravenloft”</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ). Personagens que seguem a estrada para o norte chegam à portaria ( </span></span><a data-vet-entry="{"type":"entries","name":"S2. Gatehouse","page":145,"id":"4c0","entries":["The map of Krezk includes a diagram of the gatehouse.",{"type":"insetReadaloud","id":"4c1","entries":["The air grows colder as you approach the walled settlement. Two square towers with peaked roofs flank a stone archway into which is set a pair of twelve-foot-tall, ironbound wooden doors. Carved into the arch above the doors is a name: Krezk.","The walls that extend from the gatehouse are twenty feet high. Atop the parapet you see four figures wearing fur hats and clutching spears. They watch you nervously."]},"Cut into the upper floor of each tower is an arrow slit 6 inches wide, 4 feet tall, and 1 foot deep. An open doorway leads from the archer's post in each tower to the adjacent parapet. Behind the walls, wooden ladders lead from the parapets to the ground 20 feet below.","Two archers (male and female human {@creature Scout||scouts}) are stationed inside the gatehouse, one in each tower. Four {@creature Guard||guards} (male and female humans) man the adjacent walls. If the characters are seen flying or climbing over the walls, the guards assume that the village is under attack and cry out in alarm. Five rounds after the alarm sounds, every able-bodied adult in the village arrives at the gatehouse, ready for battle. Krezk's militia consists of four more guards plus forty {@creature Commoner||commoners} (male and female humans) armed with handaxes.","The double doors are made of thick wood planks bound with iron bands and sealed shut with a heavy wooden bar held in iron brackets. The bar can be lifted with a successful DC 15 Strength check. The doors require a siege engine to break them open.","There aren't enough people in Krezk to adequately defend its outer wall. Every 300-foot stretch of wall is watched over by a lone {@creature guard} (male or female human). The guards are trained to crouch behind the wall and sound the alarm at any sign of danger.",{"type":"entries","name":"Burgomaster Dmitri Krezkov","page":145,"id":"4c2","entries":["If the characters ask to be let inside or otherwise draw the attention of the guards on the wall, one of the guards fetches the burgomaster, Dmitri Krezkov (LG male human {@creature noble}). His ancestors built Krezk at the foot of the abbey after Strahd's armies conquered the valley.","Dmitri is a lord and expects to be treated like one. He places the safety of his village above the welfare of strangers. He has seen adventurers before and assumes that the characters are Strahd's allies or enemies; either way, their presence spells trouble for Krezk. Dmitri isn't prepared to shelter Strahd's enemies any more than he is willing to humor Strahd's allies. The only way the characters can earn his favor is to help Krezk in some way, whereupon Dmitri is required by his oath of office and his honor as a Barovian noble to show them hospitality. If the characters ask what they can do, Dmitri asks them to secure a wagonload of wine from the Wizard of Wines winery to the south. His people have been without wine for days, and the next delivery is long overdue.","If the characters force their way into town using magic or strength of arms, Dmitri tells his guards to stand down, hoping to avoid bloodshed, and does everything he can to expedite the characters' departure.","A character who succeeds on a DC 12 Wisdom ({@skill Insight}) check can discern that Dmitri is trying to hide the fact that he is distraught. He is grieving over the natural death of his youngest son, Ilya—the last of his children (see {@area area S3|4c3|x})."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,9,s2.%20gatehouse,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área S2</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="6" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">S2. Portaria</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p145</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O mapa de Krezk inclui um diagrama da portaria.</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
ar fica mais frio à medida que você se aproxima do assentamento murado.
Duas torres quadradas com telhados pontiagudos flanqueiam um arco de
pedra no qual está instalado um par de portas de madeira de ferro com
3,6 metros de altura. Esculpido no arco acima das portas está um nome:
Krezk.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As
paredes que se estendem desde a portaria têm seis metros de altura. No
topo do parapeito você vê quatro figuras usando chapéus de pele e
segurando lanças. Eles observam você nervosamente.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Cortada
no andar superior de cada torre há uma fenda para flechas de 15
centímetros de largura, 1,2 metro de altura e 30 centímetros de
profundidade. Uma porta aberta leva do posto do arqueiro em cada torre
até o parapeito adjacente. Atrás das paredes, escadas de madeira
conduzem dos parapeitos ao solo, 6 metros abaixo.</span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><a data-vet-hash="scout_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#scout_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Dois arqueiros ( batedores</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> humanos e mulheres </span><span style="vertical-align: inherit;">) estão estacionados dentro da portaria, um em cada torre. Quatro </span></span><a data-vet-hash="guard_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#guard_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">guardas</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
(homens e mulheres) protegem as paredes adjacentes. Se os personagens
forem vistos voando ou escalando as muralhas, os guardas presumem que a
vila está sob ataque e gritam alarmados. Cinco rodadas após o alarme
soar, todos os adultos fisicamente aptos da aldeia chegam à portaria,
prontos para a batalha. A milícia de Krezk consiste em mais quatro
guardas e quarenta </span></span><a data-vet-hash="commoner_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#commoner_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">plebeus</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (homens e mulheres) armados com machados de mão.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As
portas duplas são feitas de grossas tábuas de madeira amarradas com
tiras de ferro e fechadas com uma pesada barra de madeira presa por
suportes de ferro. A barra pode ser levantada com um teste bem-sucedido
de Força CD 15. As portas exigem uma máquina de cerco para quebrá-las.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Não
há pessoas suficientes em Krezk para defender adequadamente a sua
muralha exterior. Cada trecho de parede de 300 pés é vigiado por um </span></span><span style="font-size: medium;"><a data-vet-hash="guard_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#guard_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">guarda</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
solitário (homem ou mulher). Os guardas são treinados para se agachar
atrás da parede e soar o alarme a qualquer sinal de perigo.</span></span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="7" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Burgomestre Dmitri Krezkov</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p145</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se
os personagens pedirem para entrar ou chamarem a atenção dos guardas na
muralha, um dos guardas busca o burgomestre, Dmitri Krezkov (LG homem </span></span><span style="font-size: medium;"><a data-vet-hash="noble_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#noble_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">nobre</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> humano ). Seus ancestrais construíram Krezk ao pé da abadia depois que os exércitos de Strahd conquistaram o vale.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Dmitri
é um senhor e espera ser tratado como tal. Ele coloca a segurança da
sua aldeia acima do bem-estar dos estranhos. Ele já viu aventureiros
antes e assume que os personagens são aliados ou inimigos de Strahd; de
qualquer forma, a presença deles significa problemas para Krezk. Dmitri
não está preparado para abrigar os inimigos de Strahd, assim como não
está disposto a agradar os aliados de Strahd. A única maneira dos
personagens ganharem seu favor é ajudar Krezk de alguma forma, e então
Dmitri é obrigado por seu juramento de cargo e sua honra como um nobre
baroviano a mostrar-lhes hospitalidade. Se os personagens perguntarem o
que podem fazer, Dmitri pede que eles garantam uma carroça cheia de
vinho da vinícola Mágico dos Vinhos, ao sul. Seu povo está sem vinho há
dias e a próxima entrega está muito atrasada.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se
os personagens forçarem a entrada na cidade usando magia ou força das
armas, Dmitri diz a seus guardas para se retirarem, na esperança de
evitar derramamento de sangue, e faz tudo o que pode para acelerar a
partida dos personagens.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um personagem que obtiver sucesso em um teste de Sabedoria ( </span></span><span style="font-size: medium;"><span class="help help--hover" data-vet-hash="insight_phb" data-vet-is-faux-page="true" data-vet-page="skill" data-vet-source="PHB"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Intuição</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
) CD 12 pode discernir que Dmitri está tentando esconder o fato de que
está perturbado. Ele está de luto pela morte natural de seu filho mais
novo, Ilya – o último de seus filhos (ver </span></span><a data-vet-entry="{"type":"entries","name":"S3. Village of Krezk","page":145,"id":"4c3","entries":["When the characters get past the outer wall, read:",{"type":"insetReadaloud","id":"4c4","entries":["The mist-shrouded village beyond the wall is nothing more than a scattering of humble wooden cottages along dirt roads that stretch between stands of snow-dusted pine trees—so many trees, in fact, as to constitute a forest. To the northeast, gray cliffs rise sharply, and the road winding up to the abbey is easy to see from this vantage."]},"The village operates as a commune, with no exports or moneymaking businesses. Villagers grow trees and vegetables, cut wood to heat their homes, raise chickens and pigs, and share their food. A few villagers have cows and mules, but there are no horses in Krezk. The village has no inns or taverns. Characters who are willing to chop wood, milk cows, or perform other chores can spend the night in the burgomaster's cottage or some other residence.",{"type":"entries","name":"Cottages","page":145,"id":"4c5","entries":["Krezk's residences are single-story pine cottages with stone chimneys and thatch roofs. Pigs and chickens are kept in indoor pens and coops so that they don't freeze.",{"type":"entries","name":"Burgomaster's Cottage","page":145,"id":"4c6","entries":["The building closest to the outer gate is the burgomaster's cottage—the largest building in town but still a modest dwelling. Dmitri Krezkov and his fearless wife Anna (LG female human {@creature noble}) have no living children. The last of their four children, Ilya, died of an illness seven days ago at the age of fourteen. Given their age, the Krezkovs are unlikely to have more children—a source of great consternation to everyone in the village, since that means the end of the Krezkov bloodline.","The burgomaster's cottage has a wine cellar (currently empty) and lots of space for pigpens and chicken coops. Behind the cottage is a graveyard where deceased members of the Krezkov family are interred. Dmitri and Anna's four children, all of whom died of illness, are buried here. Several of the family caskets are empty, their contents stolen in the night by {@creature the Abbot|CoS}'s mongrelfolk gravediggers (see {@area area S6|4cf|x}). Ilya's plot is fresh and undisturbed, since he was interred only four days ago."]},{"type":"entries","name":"Commoner Cottages","page":145,"id":"4c7","entries":["A typical cottage is only 200 square feet yet contains {@dice 1d4} adults (male and female human {@creature Commoner||commoners}), {@dice 1d4}−1 children (male and female human noncombatants), plus the family's pigs, hares, and chickens.","Every cottage has its own graveyard where family members are interred. All the caskets planted in the past decade are now empty, thanks to {@creature the Abbot|CoS}'s sneaky mongrelfolk gravediggers (see {@area area S6|4cf|x}).",{"type":"image","href":{"type":"internal","path":"adventure/CoS/085-cos08-03.webp"},"width":1000,"height":726}]}]},{"type":"entries","name":"Krezk Lore","page":146,"id":"4c8","entries":["In addition to the information known to all Barovians (see {@area \"Barovian Lore\"|0ad|x} in chapter 2), the villagers of Krezk (called Krezkites) know the following bits of local lore:",{"type":"list","items":["Residents never leave the village for fear of being attacked by wolves, dire wolves, and werewolves.","About once a month, a wagonload of wine arrives from the Wizard of Wines ({@adventure chapter 12|CoS|13}), the winery and vineyard to the south. The business is owned and operated by the Martikov family.","Burgomaster Krezkov recently lost his fourteen-year-old son, Ilya, to illness. Ilya was the last of the four Krezkov children.","A pool at the north end of the village provides fresh water throughout the year. Next to the pool, the village's ancestors built a shrine to the Morninglord in a gazebo. It's known as the Shrine of the White Sun.","The Abbey of Saint Markovia is named after a priest of the Morninglord who took a stand against the devil Strahd. After a fierce uprising, Markovia and her most loyal followers stormed Castle Ravenloft, only to be destroyed.","The abbey was once a hospital and a convent, but it fell on hard times after the land was swallowed up by the mists. Some of the clergy fell prey to Strahd, while others went mad and either starved themselves to death or turned to cannibalism.","The head of the abbey, called simply {@creature the Abbot|CoS}, arrived over a century ago and hasn't aged a day since. He occasionally visits the Shrine of the White Sun but doesn't talk much, and he demands tribute in the form of wine. No one knows his true name or where he came from, and many believe he's Strahd's servant or the vampire himself in disguise.","No one from the village visits the abbey anymore. The abbey's bell rings at odd times, day and night, and the place is filled with baleful screams and horrible, inhuman laughter that can be heard throughout the village."]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,9,s3.%20village%20of%20krezk,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área S3</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="8" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">S3. Aldeia de Krezk</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p145</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Quando os personagens passarem pela parede externa, leia:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
aldeia envolta em névoa além do muro nada mais é do que um conjunto de
humildes casas de madeira espalhadas ao longo de estradas de terra que
se estendem entre fileiras de pinheiros cobertos de neve – tantas
árvores, na verdade, que constituem uma floresta. A nordeste, falésias
cinzentas erguem-se acentuadamente e a estrada que leva à abadia é fácil
de ver desta vista.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
aldeia funciona como uma comuna, sem exportações ou negócios
lucrativos. Os aldeões cultivam árvores e vegetais, cortam lenha para
aquecer as suas casas, criam galinhas e porcos e partilham a sua comida.
Alguns aldeões têm vacas e mulas, mas não há cavalos em Krezk. A aldeia
não possui pousadas ou tabernas. Personagens que desejam cortar lenha,
ordenhar vacas ou realizar outras tarefas podem passar a noite na cabana
do burgomestre ou em alguma outra residência.</span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="9" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Chalés</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p145</span></span></span></span></span></h3></div><div class="rd__b rd__b--2" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As
residências de Krezk são casas de pinho térreas com chaminés de pedra e
telhados de palha. Porcos e galinhas são mantidos em currais e
galinheiros internos para que não congelem.</span></span></p><div class="rd__b rd__b--3"><span style="font-size: medium;"><span class="rd__h rd__h--3" data-title-index="10" data-title-relative-index="0"> <span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Casa do Burgomestre.</span></span></span></span></span> <p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
edifício mais próximo do portão exterior é a casa do burgomestre – o
maior edifício da cidade, mas ainda assim uma habitação modesta. Dmitri
Krezkov e sua destemida esposa Anna ( </span></span><span style="font-size: medium;"><a data-vet-hash="noble_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#noble_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">nobre</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
humana LG ) não têm filhos vivos. O último de seus quatro filhos, Ilya,
morreu de doença há sete dias, aos quatorze anos. Dada a sua idade, é
pouco provável que os Krezkov tenham mais filhos – uma fonte de grande
consternação para todos na aldeia, uma vez que isso significa o fim da
linhagem Krezkov.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
casa do burgomestre possui uma adega (atualmente vazia) e muito espaço
para chiqueiros e galinheiros. Atrás da casa há um cemitério onde estão
enterrados membros falecidos da família Krezkov. Os quatro filhos de
Dmitri e Anna, todos falecidos por doença, estão enterrados aqui. Vários
caixões da família estão vazios e seu conteúdo foi roubado durante a
noite pelos </span><span style="vertical-align: inherit;">coveiros mestiços do </span></span><span style="font-size: medium;"><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Abade (ver </span></span></a><a data-vet-entry="{"type":"entries","name":"S6. North Gate","page":147,"id":"4cf","entries":[{"type":"insetReadaloud","id":"4d0","entries":["The road from the village climbs above the mist to the wide ledge on which the abbey is perched. A light dusting of snow covers the trees and the rocky earth.","The gravel road passes between two small, stone outbuildings, to either side of which stretches a five-foot-high, three-foot-thick wall of jumbled stones held together with mortar. Blocking the road are iron gates attached to the outbuildings by rusty hinges. They appear to be unlocked. Viewed through the gates, the stone abbey stands quiet. Its two wings are joined by a fifteen-foot-high curtain wall. A belfry protrudes from the rooftop of the closer north wing, which also sports a chimney billowing gray smoke."]},"The iron gates are unlocked but squeal loudly when someone opens them.","Two gate guards are on duty, but they aren't awake when the characters arrive (see below). Characters who succeed on a DC 12 Dexterity ({@skill Stealth}) check can climb over the low outer wall without waking them. If one or more characters fail the check, or if the characters open the gates, the guards rouse themselves and stumble forth to confront the trespassers.",{"type":"image","href":{"type":"internal","path":"adventure/CoS/088-cos08-04.webp"},"title":"{@creature Otto Belview|CoS}","width":865,"height":1000},"The gate guards are Otto and {@creature Zygfrek Belview|CoS}, two lawful evil {@creature mongrelfolk|CoS} (see {@area appendix D|799|x}). They sleep under piles of musty animal furs. Both are loyal servants of {@creature the Abbot|CoS}, yet not so good at guarding. If the characters seem friendly, the mongrelfolk escort them to the courtyard ({@area area S12|4e1|x}) and ask the characters to wait there while they fetch {@creature the Abbot|CoS} ({@area area S13|4ec|x}). If the characters seem hostile, the mongrelfolk let them enter but don't accompany them willingly.","Hanging on the inside wall of each guard post is a net woven from twigs and pine needles, as well as a shovel. Otto and Zygfrek cover themselves with the nets when they skulk through the village at night in search of fresh graves to dig up.",{"type":"entries","name":"Roleplaying the Mongrelfolk","page":147,"id":"4d1","entries":["Use the information below to roleplay the mongrelfolk guards, Otto and Zygfrek.",{"type":"image","href":{"type":"internal","path":"adventure/CoS/089-cos08-05.webp"},"title":"{@creature Zygfrek Belview|CoS}","width":901,"height":1000},{"type":"entries","name":"Otto Belview","page":147,"id":"4d2","entries":["Otto is 4 feet, 9 inches tall and squats instead of standing upright. He looks like a beardless dwarf with patches of donkey flesh covering his face and body. He has one human ear and one wolf's ear, and a protruding wolf's snout and fangs. His arms and hands are human, but his legs and feet are leonine, and he has a donkey's tail. He can barely speak Common, and his laugh sounds like a donkey's bray. He wears a plain wool cloak.","Otto has the Standing Leap feature (see the {@creature mongrelfolk|CoS} stat block in {@area appendix D|799|x}). His madness is embodied in the following statement: \"I am the smartest, wisest, strongest, fastest, and most beautiful person I know.\""]},{"type":"entries","name":"Zygfrek Belview","page":148,"id":"4d3","entries":["Zygfrek stands 4 feet, 7 inches tall. The left side of her face and body is covered with lizard scales, the right with tufts of gray wolf fur. Between these tufts is pale human skin. One of her eyes is that of a feline, and her fingers and hands resemble cat's paws with opposable thumbs. She has a gruff voice and wears a gray cloak with black fur trim.","Zygfrek has the {@sense Darkvision} feature (see the {@creature mongrelfolk|CoS} stat block in {@area appendix D|799|x}). Her madness is embodied in the following statement: \"I don't like the way people judge me all the time.\""]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,9,s6.%20north%20gate,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área S6</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ). A trama de Ilya é recente e imperturbável, já que ele foi enterrado há apenas quatro dias.</span></span></span></p></div><div class="rd__b rd__b--3"><span style="font-size: medium;"><span class="rd__h rd__h--3" data-title-index="11" data-title-relative-index="0"> <span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Casas comuns.</span></span></span></span></span> <p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma cabana típica tem apenas 200 pés quadrados, mas contém </span></span><span style="font-size: medium;"><span class="roller render-roller" data-packed-dice="{"type":"dice","rollable":true,"toRoll":"1d4","displayText":"1d4"}" title="Clique para rolar. SHIFT/CTRL para rolar duas vezes."><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">1d4</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> adultos (homens e mulheres </span></span><a data-vet-hash="commoner_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#commoner_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">plebeus</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> humanos ), </span></span><span class="roller render-roller" data-packed-dice="{"type":"dice","rollable":true,"toRoll":"1d4","displayText":"1d4"}" title="Clique para rolar. SHIFT/CTRL para rolar duas vezes."><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">1d4</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> −1 crianças (homens e mulheres humanos não-combatentes), além dos porcos, lebres e galinhas da família.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Cada
casa tem seu próprio cemitério onde os membros da família são
enterrados. Todos os caixões plantados na última década estão agora
vazios, graças aos </span><span style="vertical-align: inherit;">sorrateiros coveiros mestiços do </span></span><span style="font-size: medium;"><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Abade (ver </span></span></a><a data-vet-entry="{"type":"entries","name":"S6. North Gate","page":147,"id":"4cf","entries":[{"type":"insetReadaloud","id":"4d0","entries":["The road from the village climbs above the mist to the wide ledge on which the abbey is perched. A light dusting of snow covers the trees and the rocky earth.","The gravel road passes between two small, stone outbuildings, to either side of which stretches a five-foot-high, three-foot-thick wall of jumbled stones held together with mortar. Blocking the road are iron gates attached to the outbuildings by rusty hinges. They appear to be unlocked. Viewed through the gates, the stone abbey stands quiet. Its two wings are joined by a fifteen-foot-high curtain wall. A belfry protrudes from the rooftop of the closer north wing, which also sports a chimney billowing gray smoke."]},"The iron gates are unlocked but squeal loudly when someone opens them.","Two gate guards are on duty, but they aren't awake when the characters arrive (see below). Characters who succeed on a DC 12 Dexterity ({@skill Stealth}) check can climb over the low outer wall without waking them. If one or more characters fail the check, or if the characters open the gates, the guards rouse themselves and stumble forth to confront the trespassers.",{"type":"image","href":{"type":"internal","path":"adventure/CoS/088-cos08-04.webp"},"title":"{@creature Otto Belview|CoS}","width":865,"height":1000},"The gate guards are Otto and {@creature Zygfrek Belview|CoS}, two lawful evil {@creature mongrelfolk|CoS} (see {@area appendix D|799|x}). They sleep under piles of musty animal furs. Both are loyal servants of {@creature the Abbot|CoS}, yet not so good at guarding. If the characters seem friendly, the mongrelfolk escort them to the courtyard ({@area area S12|4e1|x}) and ask the characters to wait there while they fetch {@creature the Abbot|CoS} ({@area area S13|4ec|x}). If the characters seem hostile, the mongrelfolk let them enter but don't accompany them willingly.","Hanging on the inside wall of each guard post is a net woven from twigs and pine needles, as well as a shovel. Otto and Zygfrek cover themselves with the nets when they skulk through the village at night in search of fresh graves to dig up.",{"type":"entries","name":"Roleplaying the Mongrelfolk","page":147,"id":"4d1","entries":["Use the information below to roleplay the mongrelfolk guards, Otto and Zygfrek.",{"type":"image","href":{"type":"internal","path":"adventure/CoS/089-cos08-05.webp"},"title":"{@creature Zygfrek Belview|CoS}","width":901,"height":1000},{"type":"entries","name":"Otto Belview","page":147,"id":"4d2","entries":["Otto is 4 feet, 9 inches tall and squats instead of standing upright. He looks like a beardless dwarf with patches of donkey flesh covering his face and body. He has one human ear and one wolf's ear, and a protruding wolf's snout and fangs. His arms and hands are human, but his legs and feet are leonine, and he has a donkey's tail. He can barely speak Common, and his laugh sounds like a donkey's bray. He wears a plain wool cloak.","Otto has the Standing Leap feature (see the {@creature mongrelfolk|CoS} stat block in {@area appendix D|799|x}). His madness is embodied in the following statement: \"I am the smartest, wisest, strongest, fastest, and most beautiful person I know.\""]},{"type":"entries","name":"Zygfrek Belview","page":148,"id":"4d3","entries":["Zygfrek stands 4 feet, 7 inches tall. The left side of her face and body is covered with lizard scales, the right with tufts of gray wolf fur. Between these tufts is pale human skin. One of her eyes is that of a feline, and her fingers and hands resemble cat's paws with opposable thumbs. She has a gruff voice and wears a gray cloak with black fur trim.","Zygfrek has the {@sense Darkvision} feature (see the {@creature mongrelfolk|CoS} stat block in {@area appendix D|799|x}). Her madness is embodied in the following statement: \"I don't like the way people judge me all the time.\""]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,9,s6.%20north%20gate,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área S6</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p><div><div class="rd__wrp-image relative">
<span style="font-size: medium;"><a href="https://5e.tools/img/adventure/CoS/085-cos08-03.webp" rel="noopener noreferrer" target="_blank">
</a></span>
</div></div></div></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="12" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">História de Krezk</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p146</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Além das informações conhecidas por todos os Barovianos (veja </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Barovian Lore","page":26,"id":"0ad","entries":["Typical Barovians know certain facts, or have certain beliefs, about their existence and their surroundings. This common lore is summarized here. Characters can learn this information after earning a Barovian's trust.",{"type":"entries","name":"The Devil Strahd","page":26,"id":"0ae","entries":["About Strahd and vampires, the Barovians believe the following:",{"type":"list","items":["{@creature Strahd von Zarovich|CoS} is a vampire, and he dwells in Castle Ravenloft. No one is welcome at the castle.","The devil Strahd is a curse placed on the land because of a forgotten sin of the Barovians' ancestors. (This is untrue, but Barovians believe it nonetheless.)","A vampire must rest in its coffin during the day. At night, it can summon wolves and vermin to do its bidding. A vampire can transform into a bat, a wolf, or a cloud of mist. In its humanoid form, it can dominate you with its powerful gaze.","A vampire can't enter a residence without an invitation from one of the occupants.","Running water burns a vampire like acid, and sunlight causes a vampire to burst into flame."]}]},{"type":"entries","name":"The Land of Barovia","page":26,"id":"0af","entries":["Barovians know the following facts about their homeland:",{"type":"list","items":["Anyone who attempts to leave the land of Barovia begins to choke on the fog. Those who don't turn back perish.","Many strangers have been drawn to Barovia over the years, but they all die or disappear before long.","Wolves, dire wolves, and werewolves prowl the Svalich Woods, and hungry bats fill the skies at night.","The village of Barovia sits at the east end of the valley. Its burgomaster is named Kolyan Indirovich.","The town of Vallaki lies in the heart of the valley. Its burgomaster is named {@creature Baron Vargas Vallakovich|CoS}.","The fortified village of Krezk lies at the west end of the valley and is built around an old abbey. The village burgomaster is named Dmitri Krezkov.","Wine is the lifeblood of Barovia—for some, it is the only reason to keep living. Barovian taverns get their wine from the Wizard of Wines winery near Krezk.","A mad wizard of great power haunts the foothills of Mount Baratok. He is an outsider and no friend of the vampire's."]},{"type":"inset","name":"Barovian Calendar","page":26,"id":"0b0","entries":["Barovia has its own calendar, and Barovians are accustomed to measuring the passage of time in \"moons\" instead of months. As a measurement of time, each moon begins on the first night of a full moon and lasts a full lunar cycle. A year consists of twelve moons, or twelve lunar cycles.","Strahd was born in 306. In 346, he inherited his father's crown, lands, and army. Strahd conquered the valley in 347, finished construction of Castle Ravenloft in 350, and died and became a vampire in 351. The current year is 735."]}]},{"type":"entries","name":"Beliefs and Superstitions","page":26,"id":"0b1","entries":["Barovians have deep-rooted religious beliefs and superstitions that they pass down from one generation to the next:",{"type":"list","items":["Two divine forces watch over the Barovian people: the Morninglord and Mother Night.","Before the curse of Strahd befell the land, the Morninglord watched over the Barovian people from sunrise until sundown. Now, the sun has not shone unobscured for centuries, and the Morninglord no longer answers their prayers.","The presence of Mother Night is felt most strongly between dusk and dawn, although nighttime prayers to her go unanswered. It is widely believed that she has forsaken the Barovian people and sent the devil Strahd to punish them for their ancestors' offenses.","Spirits drift along the Old Svalich Road toward Castle Ravenloft in the dead of night. These phantoms are all that remain of Strahd's enemies, and this damnable fate awaits anyone who opposes him.","The Vistani serve the devil Strahd. They alone are allowed to leave Barovia.","Never harm a raven, lest ill fortune befall you!"]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,3,barovian%20lore,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">“Conhecimento Baroviano”</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> no capítulo 2), os aldeões de Krezk (chamados Krezkites) conhecem os seguintes fragmentos da tradição local:</span></span></span></p><ul class="rd__list"><li class="rd__li"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os residentes nunca saem da aldeia por medo de serem atacados por lobos, lobos terríveis e lobisomens.</span></span></li><li class="rd__li"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Cerca de uma vez por mês, chega uma carroça cheia de vinho do Mágico dos Vinhos ( </span></span><span style="font-size: medium;"><a href="https://5e.tools/adventure.html#CoS,13"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 12</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ), a vinícola e o vinhedo ao sul. A empresa pertence e é operada pela família Martikov.</span></span></span></li><li class="rd__li"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
burgomestre Krezkov perdeu recentemente seu filho de quatorze anos,
Ilya, devido a uma doença. Ilya foi o último dos quatro filhos Krezkov.</span></span></li><li class="rd__li"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma
piscina no extremo norte da aldeia fornece água doce durante todo o
ano. Junto à piscina, os antepassados da aldeia construíram um
santuário ao Morninglord num mirante. É conhecido como o Santuário do
Sol Branco.</span></span></li><li class="rd__li"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
Abadia de Santa Marcovia recebeu o nome de um sacerdote do Morninglord
que se posicionou contra o demônio Strahd. Após uma revolta feroz,
Markovia e seus seguidores mais leais invadiram o Castelo Ravenloft,
apenas para serem destruídos.</span></span></li><li class="rd__li"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
abadia já foi um hospital e um convento, mas passou por tempos difíceis
depois que a terra foi engolida pela névoa. Alguns membros do clero
foram vítimas de Strahd, enquanto outros enlouqueceram e morreram de
fome ou recorreram ao canibalismo.</span></span></li><li class="rd__li"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O chefe da abadia, chamado simplesmente </span></span><span style="font-size: medium;"><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de Abade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
, chegou há mais de um século e não envelheceu um dia desde então. Ele
ocasionalmente visita o Santuário do Sol Branco, mas não fala muito e
exige homenagem em forma de vinho. Ninguém sabe seu verdadeiro nome ou
de onde ele veio, e muitos acreditam que ele é o servo de Strahd ou o
próprio vampiro disfarçado.</span></span></span></li><li class="rd__li"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Ninguém
da aldeia visita mais a abadia. O sino da abadia toca em horários
estranhos, dia e noite, e o lugar fica repleto de gritos sinistros e
risadas horríveis e desumanas que podem ser ouvidas por toda a aldeia.</span></span></li></ul></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="13" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">S4. Piscina e Santuário</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p146</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Mesmo
sob o céu cinzento, esta piscina no extremo norte da aldeia brilha e
brilha. Perto de sua costa fica um antigo mirante à beira do colapso.
Uma estátua de madeira de um homem triste, de peito nu, com a pintura
lascada e desbotada, está no gazebo com os braços estendidos, como se
esperasse ser abraçado.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
piscina é alimentada por uma fonte subterrânea e foi abençoada há muito
tempo por Santa Marcovia. Suas águas desafiam a corrupção, e qualquer
um que beba delas pela primeira vez ganha o benefício de um feitiço </span></span><span style="font-size: medium;"><a data-vet-hash="lesser%20restoration_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#lesser%20restoration_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de restauração menor</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . (A água já teve uma magia ainda maior, mas enfraqueceu com o passar dos anos.) Fora isso, a água tem um sabor doce e fresco.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
mirante é tão frágil que bastaria um vento forte para derrubá-lo.
Permanece de pé porque está protegido das intempéries pelas árvores,
paredes e falésias circundantes. A estátua é uma representação do
Morninglord, posicionado de forma que ele se estenda em direção ao leste
(o amanhecer). Os moradores locais referem-se à estátua e ao mirante
como o Santuário do Sol Branco, embora não tenham ideia de por que seus
ancestrais o chamaram assim.</span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="14" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Fortunas de Ravenloft</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p146</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se
a leitura da sua carta revelar que um tesouro está aqui, o item está
escondido sob o gazebo. O mirante deve ser demolido para alcançá-lo, e
isso não agrada aos moradores locais. Se os personagens danificarem o
gazebo e não o consertarem, quaisquer testes de Carisma que eles fizerem
para mudar as atitudes dos aldeões terão desvantagem.</span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="15" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">S5. Estrada sinuosa</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p147</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
estrada em ziguezague que circunda o penhasco tem três metros de
largura e é coberta por cascalho solto e pedaços de rocha quebrada. A
subida é lenta e um tanto traiçoeira, e o ar fica mais frio à medida que
nos aproximamos do topo.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A estrada sobe 400 pés, dobrando-se duas vezes antes de chegar </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"S6. North Gate","page":147,"id":"4cf","entries":[{"type":"insetReadaloud","id":"4d0","entries":["The road from the village climbs above the mist to the wide ledge on which the abbey is perched. A light dusting of snow covers the trees and the rocky earth.","The gravel road passes between two small, stone outbuildings, to either side of which stretches a five-foot-high, three-foot-thick wall of jumbled stones held together with mortar. Blocking the road are iron gates attached to the outbuildings by rusty hinges. They appear to be unlocked. Viewed through the gates, the stone abbey stands quiet. Its two wings are joined by a fifteen-foot-high curtain wall. A belfry protrudes from the rooftop of the closer north wing, which also sports a chimney billowing gray smoke."]},"The iron gates are unlocked but squeal loudly when someone opens them.","Two gate guards are on duty, but they aren't awake when the characters arrive (see below). Characters who succeed on a DC 12 Dexterity ({@skill Stealth}) check can climb over the low outer wall without waking them. If one or more characters fail the check, or if the characters open the gates, the guards rouse themselves and stumble forth to confront the trespassers.",{"type":"image","href":{"type":"internal","path":"adventure/CoS/088-cos08-04.webp"},"title":"{@creature Otto Belview|CoS}","width":865,"height":1000},"The gate guards are Otto and {@creature Zygfrek Belview|CoS}, two lawful evil {@creature mongrelfolk|CoS} (see {@area appendix D|799|x}). They sleep under piles of musty animal furs. Both are loyal servants of {@creature the Abbot|CoS}, yet not so good at guarding. If the characters seem friendly, the mongrelfolk escort them to the courtyard ({@area area S12|4e1|x}) and ask the characters to wait there while they fetch {@creature the Abbot|CoS} ({@area area S13|4ec|x}). If the characters seem hostile, the mongrelfolk let them enter but don't accompany them willingly.","Hanging on the inside wall of each guard post is a net woven from twigs and pine needles, as well as a shovel. Otto and Zygfrek cover themselves with the nets when they skulk through the village at night in search of fresh graves to dig up.",{"type":"entries","name":"Roleplaying the Mongrelfolk","page":147,"id":"4d1","entries":["Use the information below to roleplay the mongrelfolk guards, Otto and Zygfrek.",{"type":"image","href":{"type":"internal","path":"adventure/CoS/089-cos08-05.webp"},"title":"{@creature Zygfrek Belview|CoS}","width":901,"height":1000},{"type":"entries","name":"Otto Belview","page":147,"id":"4d2","entries":["Otto is 4 feet, 9 inches tall and squats instead of standing upright. He looks like a beardless dwarf with patches of donkey flesh covering his face and body. He has one human ear and one wolf's ear, and a protruding wolf's snout and fangs. His arms and hands are human, but his legs and feet are leonine, and he has a donkey's tail. He can barely speak Common, and his laugh sounds like a donkey's bray. He wears a plain wool cloak.","Otto has the Standing Leap feature (see the {@creature mongrelfolk|CoS} stat block in {@area appendix D|799|x}). His madness is embodied in the following statement: \"I am the smartest, wisest, strongest, fastest, and most beautiful person I know.\""]},{"type":"entries","name":"Zygfrek Belview","page":148,"id":"4d3","entries":["Zygfrek stands 4 feet, 7 inches tall. The left side of her face and body is covered with lizard scales, the right with tufts of gray wolf fur. Between these tufts is pale human skin. One of her eyes is that of a feline, and her fingers and hands resemble cat's paws with opposable thumbs. She has a gruff voice and wears a gray cloak with black fur trim.","Zygfrek has the {@sense Darkvision} feature (see the {@creature mongrelfolk|CoS} stat block in {@area appendix D|799|x}). Her madness is embodied in the following statement: \"I don't like the way people judge me all the time.\""]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,9,s6.%20north%20gate,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">à área S6</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As áreas a seguir correspondem às etiquetas nos mapas da Abadia de Santa Marcovia abaixo.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os
mestiços que infestam a abadia são todos descendentes de uma família –
os Belviews – e todos sofrem de alguma forma de loucura. Sempre que os
personagens interagirem com um mestiço que não está detalhado aqui, role
na tabela Loucura Indefinida (veja " </span></span><span style="font-size: medium;"><a href="https://5e.tools/book.html#DMG,8,madness,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Efeitos de Loucura</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> " no capítulo 8 do </span></span><a href="https://5e.tools/book.html#DMG"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Dungeon Master's Guide</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
) ou escolha uma das opções disponíveis na tabela para determinar como
aquele mestiço em particular se comporta. a loucura é expressa.</span></span></span></p><div class="rd__wrp-gallery" style="text-align: justify;"><div class="rd__wrp-gallery-image"><div class="rd__wrp-image relative" data-title-index="16">
<span style="font-size: medium;"><a href="https://5e.tools/img/adventure/CoS/086-023.jpg" rel="noopener noreferrer" target="_blank" title="Mapa 8.2: Abadia de Santa Marcovia - Térreo"><br />
</a></span>
</div></div></div><div class="rd__wrp-gallery" style="text-align: justify;"><div class="rd__wrp-gallery-image"><div class="rd__wrp-image relative" data-title-index="17">
<span style="font-size: medium;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgq10cjzXQkN5RmPlkJFWObyRZuyov-34t2kx3uNrO1bmm22ROWyLzAfcH0G6jqwYMhXHbGV9lS0cJicTwIo8KY33xENLnCKq8m7KcCuMbTT7fOz2vNbdtUN1FtpY49NaKxoNDrfxjM6Q1V0CrwEghG7U1eg3jwp1Yh__eawarXdTejSRfKxOml6nTwNw0/s271/abadia%20kresk.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="186" data-original-width="271" height="439" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgq10cjzXQkN5RmPlkJFWObyRZuyov-34t2kx3uNrO1bmm22ROWyLzAfcH0G6jqwYMhXHbGV9lS0cJicTwIo8KY33xENLnCKq8m7KcCuMbTT7fOz2vNbdtUN1FtpY49NaKxoNDrfxjM6Q1V0CrwEghG7U1eg3jwp1Yh__eawarXdTejSRfKxOml6nTwNw0/w640-h439/abadia%20kresk.jpeg" width="640" /></a></div><br /><a href="https://5e.tools/img/adventure/CoS/087-cos802.jpg" rel="noopener noreferrer" target="_blank" title="Versão do jogador">
</a></span>
</div></div></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
maioria dos mestiços da abadia está trancada porque não se pode confiar
neles para vagar sem supervisão. Os únicos mestiços que têm liberdade
para se movimentar são </span></span><span style="font-size: medium;"><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">os</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> coveiros do Abade, Otto e Zygfrek, e seu fiel criado de duas cabeças, Clovin.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><a data-vet-hash="clovin%20belview_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#clovin%20belview_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Clovin Belview</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> toca a campainha da abadia ( </span></span><a data-vet-entry="{"type":"entries","name":"S17. Loft and Belfry","page":152,"id":"50b","entries":["Anyone on the curtain wall ({@area area S18|512|x}) who listens at this room's door hear the soft tones of a stringed instrument.",{"type":"insetReadaloud","id":"50c","entries":["The wooden stairs climb twenty feet to a loft with a pitched roof and a door in the center of the south wall. Unlit lanterns hang from the rafters, and a rope dangles from a bronze bell lodged in the belfry thirty feet overhead. The room is filled with the sound of beautiful music—a melody so enchanting that it adds a bit of much-needed warmth to the otherwise freezing room.","A black shroud covers a humanoid shape lying on a wooden table. The music does nothing to stir it.","A cot heaped with furs rests in the northeast corner, surrounded by empty wine bottles. An oil lamp burns atop a table nearby, silhouetting a squat creature that has two heads. It sits on the edge of the cot with a viol between its legs. With a crustacean, clawlike appendage, it grasps the neck of the instrument while running a bow gently across its strings with its human hand."]},"This loft is where {@creature the Abbot|CoS} creates his flesh golems. Needles, thread, saws, and other tools lie on a small table in the northwest corner.","If anyone rings the bell, a cacophony erupts from the courtyard and the east wing as the mongrelfolk cry out, \"Food!\" The cries last until the creatures are fed.",{"type":"image","href":{"type":"internal","path":"adventure/CoS/092-cos08-07.webp"},"title":"{@creature Clovin Belview|CoS}","width":871,"height":1000},"{@creature Clovin Belview|CoS}, {@creature the Abbot|CoS}'s manservant, a two-headed neutral evil {@creature mongrelfolk|CoS} (see {@area appendix D|799|x}), resides here. He plays the viol beautifully when he is drunk, and the music help puts his half-formed head to sleep. Hidden under the furs of his cot are three bottles of Purple Grapemash No. 3. Several empty wine bottles are strewn about the floor around the cot.",{"type":"entries","name":"Roleplaying Clovin","page":153,"id":"50d","entries":["Clovin stands 4 feet, 7 inches tall and has a barrel-like shape. His right head is fully formed and combines the features of a patchy-haired man with those of a goat, complete with stubby horns. His left head is about half normal size and has a soft, cherubic face partly covered with crocodilian hide. Clovin has a crab's pincer in place of his left hand and a bear's paw where his right foot should be. He wears an ill-fitting monk's robe with a belt made of hempen rope.","Clovin is {@creature the Abbot|CoS}'s faithful martinet, but he is despised by the other mongrelfolk, who accuse him of hoarding food and slowly starving them to death. He would let them starve, but {@creature the Abbot|CoS} has forbidden it.","Clovin has the Two-Headed feature (see the {@creature mongrelfolk|CoS} stat block in {@area appendix D|799|x}). His madness is embodied in the following statement: \"Being drunk keeps me sane.\" He is drunk most of the time, but not to the extent that it impedes his combat ability, and his musical performance improves when he is inebriated.","The larger head does all the talking. The smaller head has a forked snake's tongue and can't do anything except hiss and make other horrible sounds."]},{"type":"entries","name":"Teleport Destination","page":153,"id":"50e","entries":["Characters who teleport to this location from {@area area K78|297|x} in Castle Ravenloft arrive at the point marked T on the map."]},{"type":"entries","name":"Thing on the Table","page":154,"id":"50f","entries":["If the characters lift the black shroud covering the larger table, read:",{"type":"insetReadaloud","id":"510","entries":["Beneath the shroud lies a creature made of stitched-together body parts. You recognize some of these parts as your own!"]},"The creature on the table appears to be made from the body parts of the characters, which, of course, cannot be. Strahd's will is playing a trick on them. If a character touches the horrid creature, its true appearance is revealed:",{"type":"insetReadaloud","id":"511","entries":["Your eyes play tricks, for what truly lies atop the table are chopped-up body parts, all of them taken from cold, gray, lifeless women, all of them waiting to be stitched together into something horrid."]},"The body parts were plundered from graves in Krezk. They are leftovers—pieces {@creature the Abbot|CoS} didn't use in the creation of Strahd's bride (see {@area area S13|4ec|x})."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,9,s17.%20loft%20and%20belfry,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área S17</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) quando </span></span><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o Abade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
decide que é hora do jantar. O toque do sino faz com que todos os
outros mestiços da abadia gritem e gritem de excitação enquanto esperam
para serem alimentados.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As
janelas da ala norte são feitas de vidro chumbado translúcido - bom
para deixar entrar luz, mas não para ver através. As janelas da ala
leste estão quebradas e com venezianas danificadas.</span></span></p><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="18" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">S6. Portão norte</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p147</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
estrada que sai da aldeia sobe acima da neblina até a ampla saliência
onde a abadia está situada. Uma leve camada de neve cobre as árvores e a
terra rochosa.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
estrada de cascalho passa entre duas pequenas dependências de pedra, em
cada lado das quais se estende uma parede de pedras misturadas de um
metro e meio de altura e um metro de espessura, unidas com argamassa.
Bloqueando a estrada estão portões de ferro presos às dependências por
dobradiças enferrujadas. Eles parecem estar desbloqueados. Vista através
dos portões, a abadia de pedra permanece silenciosa. Suas duas alas são
unidas por uma parede cortina de cinco metros de altura. Um campanário
se projeta do telhado da ala norte mais próxima, que também ostenta uma
chaminé que solta fumaça cinza.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os portões de ferro estão destrancados, mas rangem alto quando alguém os abre.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Dois
guardas do portão estão de plantão, mas não estão acordados quando os
personagens chegam (veja abaixo). Personagens que obtiverem sucesso em
um teste de Destreza ( </span></span><span style="font-size: medium;"><span class="help help--hover" data-vet-hash="stealth_phb" data-vet-is-faux-page="true" data-vet-page="skill" data-vet-source="PHB"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Furtividade</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
) CD 12 podem escalar a parede externa baixa sem acordá-los. Se um ou
mais personagens falharem no teste, ou se os personagens abrirem os
portões, os guardas se levantam e cambaleiam para enfrentar os
invasores.</span></span></span></p><div style="text-align: justify;"><div class="rd__wrp-image relative" data-title-index="19">
<span style="font-size: medium;"><br /><a href="https://5e.tools/img/adventure/CoS/088-cos08-04.webp" rel="noopener noreferrer" target="_blank" title="Otto Belview"><br />
</a></span>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvGtlN9wNs8XeAr6hGEcktrpvzDEgJW-JhJY4aQsOqxf837eZDTNLnCxV97TdPQHCREHib99Lh-CcrNm3y1oN7yZnQW9J64DdIph1Imj5ieKb8OAOaV8jbhKgrT6Dq-uXPkuXMpVKyWYXtDoI0QhecnVLZVSUeF4Wt7QVg_dzx1OgjNRy_1lLZFwp6HyM/s225/abadia%20kresk.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="225" data-original-width="225" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvGtlN9wNs8XeAr6hGEcktrpvzDEgJW-JhJY4aQsOqxf837eZDTNLnCxV97TdPQHCREHib99Lh-CcrNm3y1oN7yZnQW9J64DdIph1Imj5ieKb8OAOaV8jbhKgrT6Dq-uXPkuXMpVKyWYXtDoI0QhecnVLZVSUeF4Wt7QVg_dzx1OgjNRy_1lLZFwp6HyM/w640-h640/abadia%20kresk.jpeg" width="640" /></a></div></div><div class="rd__image-title"><div class="rd__image-title-inner"><span style="font-size: medium;"><a data-vet-hash="otto%20belview_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#otto%20belview_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Otto Belview</span></span></a></span></div></div></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os guardas do portão são Otto e </span></span><span style="font-size: medium;"><a data-vet-hash="zygfrek%20belview_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#zygfrek%20belview_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Zygfrek Belview , dois </span></span></a><a data-vet-hash="mongrelfolk_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#mongrelfolk_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">mestiços</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> leais e maus </span><span style="vertical-align: inherit;">(ver </span></span><a data-vet-entry="{"type":"entries","name":"Mongrelfolk","page":234,"id":"799","entries":["{@creature Mongrelfolk|CoS} are humanoids that have undergone, or whose ancestors underwent, horrific magical transformations, to the extent that they retain only a fraction of their original being. Their humanoid bodies incorporate the features of various beasts. For example, one mongrelfolk might have the basic body shape of a dwarf with a head that combines the features of a cat and a lizard, one arm that ends in a crab's pincer, and one leg that ends in a cloven hoof. Another might have the skin and horns of a cow, the eyes of a spider, frog's legs, and a scaly lizard's tail. Each mongrelfolk's mad combination of humanoid and animal forms results in its having a slow, awkward gait.",{"type":"entries","id":"79a","entries":[{"type":"entries","name":"Sound Mimicry","page":234,"id":"79b","entries":["Mongrelfolk have misshapen mouths and vocal cords. They speak fragmented Common mixed with various animal cries and nonsense. They can effectively imitate sounds made by beasts and humanoids that they've heard. Mongrelfolk aren't sophisticated enough to use these sounds as a covert form of communication, but they can use the sounds to lure enemies into a trap or otherwise distract them."]},{"type":"entries","name":"Outcasts","page":234,"id":"79c","entries":["Mongrelfolk are seldom welcome in other humanoid societies, where they are abused, enslaved, or shunned. They typically live on the fringes of civilization in ruins, deserted buildings, or other places that other humanoid races once lived in or built. They tend to be timid and skittish outside their homes and fiercely territorial within their lairs."]},{"type":"entries","name":"Camouflage Experts","page":234,"id":"79d","entries":["Mongrelfolk often hide their deformities under cloaks and cowls. In this way, they can sometimes pass as stout humans or thin dwarves. They are fond of camouflage, attaching leaves and twigs to their cloaks, making brown paint to cover their skin, and weaving grass nets under which they can hide. They use such camouflage while hunting in the wild or while standing guard outside their lairs. Until it is seen, a camouflaged mongrelfolk has advantage on {@skill Stealth} checks made to hide."]},{"type":"entries","name":"Horrific Offspring","page":234,"id":"79e","entries":["It's possible to restore a mongrelfolk to its original form using a {@spell greater restoration} spell, but the same can't be said for a mongrelfolk's offspring. Only mongrelfolk that are made by magic can be restored to their original forms. Mongrelfolk that are born are true mongrelfolk and not the subjects of a spell or an effect that can be undone.","Mongrelfolk can breed with other humanoids, but nearly all children born to such parents are mongrelfolk. (About one child in every hundred is born looking like its non-mongrelfolk parent.)",{"type":"image","href":{"type":"internal","path":"adventure/CoS/148-636985373100391611.webp"},"title":"{@creature Mongrelfolk|CoS}","width":300,"height":384}]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,21,mongrelfolk,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">apêndice D</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ). Eles dormem sob pilhas de peles de animais mofadas. Ambos são servos leais do </span></span><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Abade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , mas não são tão bons em guarda. Se os personagens parecerem amigáveis, os mestiços os acompanham até o pátio ( </span></span><a data-vet-entry="{"type":"entries","name":"S12. Courtyard","page":150,"id":"4e1","entries":[{"type":"insetReadaloud","id":"4e2","entries":["The thick fog that fills this courtyard swirls, as if eager to escape. The courtyard is surrounded by a fifteen-foot-high curtain wall on which stand several guards with their backs to you—or so it seemed at first. It's clear now that these guards are merely scarecrows.","Wooden doors to the north and east lead to the abbey's two wings. In the center of the courtyard is a stone well fitted with an iron winch, to which a rope and bucket are attached. Along the perimeter, tucked under the overhanging wall, are several stone sheds with padlocked wooden doors, as well as three shallow alcoves that contain wooden troughs. Two wooden posts pounded into the rocky earth have iron rings bolted to them, and chained to one of them is a short humanoid with bat wings and spider mandibles.","The quiet is shattered by horrible screams coming from the sheds."]},"If the characters are escorted here by Otto and {@creature Zygfrek Belview|CoS} ({@area area S6|4cf|x}), they are asked to wait in the courtyard while the mongrelfolk fetch {@creature the Abbot|CoS} from {@area area S13|4ec|x}.",{"type":"entries","name":"S12a. Well","page":150,"id":"4e3","entries":["The well is 80 feet deep. Hiding 20 feet down is a chaotic evil {@creature mongrelfolk|CoS} (see {@area appendix D|799|x}) named {@creature Mishka Belview|CoS}. He clings to the wall of the shaft and scuttles up to attack anyone who shines a light down on him.",{"type":"entries","name":"Mishka Belview","page":150,"id":"4e4","entries":["Mishka stands 5 feet tall and has a wiry, spindly build. He has three red spider eyes on the right side of his face, while the left side appears human. He has a frog's foot in place of his left hand and a taloned crow's foot where his right foot should be.","He has the Spider Climb feature (see the {@creature mongrelfolk|CoS} stat block in {@area appendix D|799|x}). In his madness, he's discovered he enjoys killing people."]}]},{"type":"entries","name":"S12b. Old Troughs","page":150,"id":"4e5","entries":["These three horse troughs are badly rotted and fall apart if handled or jostled."]},{"type":"entries","name":"S12c. Chicken Sheds","page":150,"id":"4e6","entries":["Each of these sheds is fitted with an iron padlock. {@creature Clovin Belview|CoS} ({@area area S17|50b|x}) carries the keys to these locks.","If the characters open a shed, read:",{"type":"insetReadaloud","id":"4e7","entries":["This shed holds the shattered remains of several chicken coops. Shackled to the back wall is a wretched humanoid with bestial deformities."]},"There are nine of these sheds, each one containing a howling or mewling {@creature mongrelfolk|CoS} (see {@area appendix D|799|x})."]},{"type":"entries","name":"S12d. Tethering Posts","page":150,"id":"4e8","entries":["Iron rings bolted to these wooden posts were once used to secure horses. Chained to one post is a chaotic neutral {@creature mongrelfolk|CoS} (see {@area appendix D|799|x}) named {@creature Marzena Belview|CoS}, the older sister of {@creature Mishka Belview|CoS} (see {@area area S12a|4e3|x}).","If the characters approach Marzena, read:",{"type":"insetReadaloud","id":"4e9","entries":["The creature chained to the post flaps its leathery wings and takes to the air, but doesn't get far before its chains go taut. She flutters about madly, screaming nonsense."]},"{@creature Marzena Belview|CoS} is skittish and afraid of everyone and everything except for {@creature Clovin Belview|CoS} ({@area area S17|50b|x}), whom she allows to come close enough to feed her.",{"type":"entries","name":"Marzena Belview","page":150,"id":"4ea","entries":["Marzena stands 4 feet, 5 inches tall and has a hunched posture. Long, stringy black hair hides much of her face, but clearly visible are the spider mandibles and teeth that replace her human mouth. She has the arms and wings of a bat, as well as a cloven hoof in place of her right foot. She doesn't allow anyone to get close enough to undo her shackles, but if her bonds are magically unlocked or if her chains are somehow broken, she flies away and never returns.","Marzena has the Flight feature (see the {@creature mongrelfolk|CoS} stat block in {@area appendix D|799|x}). Her madness is embodied in the following statement: \"I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time.\""]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,9,s12.%20courtyard,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área S12</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) e pedem aos personagens que esperem lá enquanto buscam </span></span><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o Abade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ( </span></span><a data-vet-entry="{"type":"entries","name":"S13. Main Hall","page":150,"id":"4ec","entries":[{"type":"insetReadaloud","id":"4ed","entries":["Gentle-sounding music trickles down from above, played on a single stringed instrument by some unseen master.","The ground floor is one large, fifty-foot-square room with arched, leaded glass windows. A cauldron sits on an iron rack above a fire in a hearth, while above the fireplace mantel hangs a golden disk engraved with the symbol of the sun. In one corner, a wooden staircase climbs to the upper level, while in another corner a stone staircase descends into darkness.","Several chairs surround a wooden table that stretches nearly the length of the room. Wooden dishware and gold candelabras are neatly arranged on the table, standing behind which is a young woman with alabaster skin dressed in a torn and soiled red gown. Her auburn hair is neatly bundled so as not to touch her soft shoulders. She seems lost in her own thoughts."]},"{@creature The Abbot|CoS} is normally here. If he is here, add:",{"type":"insetReadaloud","id":"4ee","entries":["A handsome young man in a brown monk's robe gently takes the woman by her hand. A painted wooden holy symbol that depicts the sun hangs from a chain around his neck. He moves with the grace of a saint."]},"{@creature The Abbot|CoS} is a {@creature deva} in disguise (see {@area appendix D|745|x}, as well as \"{@area Something Old|525|x}\" in the \"Special Events\" section at the end of this chapter). He wears a holy symbol of the Morninglord around his neck. The woman in the tattered red gown is {@creature Vasilka|CoS}, a {@creature flesh golem} that has been exquisitely put together to serve as Strahd's bride. Characters within 5 feet of {@creature Vasilka|CoS} can see the seams in her powdered skin where disparate body parts stolen from Krezkite graves have been carefully stitched together.","{@creature The Abbot|CoS} is teaching {@creature Vasilka|CoS} the finer points of etiquette. He also intends to teach her how to dance. {@creature Vasilka|CoS} obeys his every command. She can't speak but lets loose an unholy scream if harmed. If driven berserk, she fights until {@creature the Abbot|CoS} reasserts control or until she is destroyed. She has the supernatural strength of a typical flesh golem despite her smaller size.","{@creature The Abbot|CoS} has no desire to harm the characters. He knows that Strahd has brought them to Barovia for a reason and doesn't want to thwart Strahd's plans for them. His calm, pleasant demeanor changes if they become hostile or if they threaten {@creature Vasilka|CoS}. He sheds his disguise and assumes his true angelic form, hoping that sight is enough to make them back down.","{@creature The Abbot|CoS} would like to find a proper bridal gown for {@creature Vasilka|CoS}. If the characters seem friendly, he asks them for help in locating one. In exchange, he offers his magic, agreeing to cast {@spell raise dead} up to three times on their behalf, or give them each the benefit of his healing touch. If they decline to help or behave rudely, he orders them to leave the abbey at once, attacking them if they refuse and doing his utmost to keep {@creature Vasilka|CoS} safe.","The music comes from upstairs ({@area area S17|50b|x}). The stone staircase leads down to the wine cellar ({@area area S16|508|x}). The wooden stairs climb to the loft and belfry (area S17).","The stew pot in the fireplace contains several gallons of hot turnip and rabbit soup, intended for the mongrelfolk imprisoned in {@area areas S12c|4e6|x} and {@area S15|4f4|x}.",{"type":"entries","name":"Roleplaying the Abbot","page":151,"id":"4ef","entries":["{@creature The Abbot|CoS} believes he is righteous. He regrets transforming the Belviews into horrid mongrelfolk, and he considers their imprisonment to be necessary, to contain their madness. With regard to Strahd's bride, he believes that she is the key to freeing the land from its curse. The insane Abbot can't be convinced otherwise.","{@creature The Abbot|CoS} shares his beliefs openly, claiming that his decisions are based on the Morninglord's guidance. He will give visitors a tour of the abbey if they seem friendly, but he turns hostile if they threaten him or his charges."]},{"type":"entries","name":"Treasure","page":151,"id":"4f0","entries":["The golden sun disk hanging above the fireplace is worth 750 gp. Taking the disk off the wall reveals a niche that contains a {@item Potion of Superior Healing||potion of healing (superior)} in a crystal and electrum flask (worth 250 gp). Four gold candelabras (worth 250 gp each) rest atop the table."]},{"type":"entries","name":"Fortunes of Ravenloft","page":151,"id":"4f1","entries":["If your card reading reveals that a treasure is here, it is hidden in the niche along with the potion."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,9,s13.%20main%20hall,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área S13</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ). Se os personagens parecerem hostis, os mestiços os deixam entrar, mas não os acompanham de boa vontade.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Pendurada
na parede interna de cada posto de guarda está uma rede tecida com
galhos e agulhas de pinheiro, além de uma pá. Otto e Zygfrek cobrem-se
com as redes quando se escondem pela aldeia à noite em busca de novas
sepulturas para desenterrar.</span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="20" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Interpretando o Mestiço</span></span></span><span class="ve-flex-vh-center"> (mogrefolk) <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p147</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Use as informações abaixo para interpretar os guardas mestiços, Otto e Zygfrek.</span></span></p><div><div class="rd__wrp-image relative" data-title-index="21">
<span style="font-size: medium;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhk2Fef5UZZu6S73Qi19ABwiMfTR3MyHWUfR1mXxkVgmjcv-aHiWNviFLtDydgQSKB9qG_OupPiIDg5GKTZ_FvElLPiQAMhx9sgX6hPHyOTUC_5hwEtKNkB3Ybqg_159ssYyHS_qwF5bisuuCK3UktGh4EfnIdeb_-fwV4L4RKI81O9M6NlSL8fLc1Kccs/s375/stahd.webp" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="375" data-original-width="375" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhk2Fef5UZZu6S73Qi19ABwiMfTR3MyHWUfR1mXxkVgmjcv-aHiWNviFLtDydgQSKB9qG_OupPiIDg5GKTZ_FvElLPiQAMhx9sgX6hPHyOTUC_5hwEtKNkB3Ybqg_159ssYyHS_qwF5bisuuCK3UktGh4EfnIdeb_-fwV4L4RKI81O9M6NlSL8fLc1Kccs/w640-h640/stahd.webp" width="640" /></a></div><a href="https://5e.tools/img/adventure/CoS/089-cos08-05.webp" rel="noopener noreferrer" target="_blank" title="Zygfrek Belview"><br />
</a></span>
</div><div class="rd__image-title"><div class="rd__image-title-inner"><span style="font-size: medium;"><a data-vet-hash="zygfrek%20belview_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#zygfrek%20belview_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Zygfrek Belview</span></span></a></span></div></div></div><div class="rd__b rd__b--3"><span style="font-size: medium;"><span class="rd__h rd__h--3" data-title-index="22" data-title-relative-index="0"> <span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Otto Belview.</span></span></span></span></span> <p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Otto
tem 1,20 metro de altura e agacha-se em vez de ficar em pé. Ele parece
um anão imberbe com manchas de carne de burro cobrindo seu rosto e
corpo. Ele tem uma orelha humana e uma orelha de lobo, e um focinho e
presas protuberantes de lobo. Seus braços e mãos são humanos, mas suas
pernas e pés são leoninos e ele tem rabo de burro. Ele mal consegue
falar língua comum e sua risada soa como o zurro de um burro. Ele usa
uma capa de lã simples.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Otto tem o recurso Standing Leap (veja o </span><span style="vertical-align: inherit;">bloco de estatísticas </span></span><span style="font-size: medium;"><a data-vet-hash="mongrelfolk_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#mongrelfolk_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">mestiços no </span></span></a><a data-vet-entry="{"type":"entries","name":"Mongrelfolk","page":234,"id":"799","entries":["{@creature Mongrelfolk|CoS} are humanoids that have undergone, or whose ancestors underwent, horrific magical transformations, to the extent that they retain only a fraction of their original being. Their humanoid bodies incorporate the features of various beasts. For example, one mongrelfolk might have the basic body shape of a dwarf with a head that combines the features of a cat and a lizard, one arm that ends in a crab's pincer, and one leg that ends in a cloven hoof. Another might have the skin and horns of a cow, the eyes of a spider, frog's legs, and a scaly lizard's tail. Each mongrelfolk's mad combination of humanoid and animal forms results in its having a slow, awkward gait.",{"type":"entries","id":"79a","entries":[{"type":"entries","name":"Sound Mimicry","page":234,"id":"79b","entries":["Mongrelfolk have misshapen mouths and vocal cords. They speak fragmented Common mixed with various animal cries and nonsense. They can effectively imitate sounds made by beasts and humanoids that they've heard. Mongrelfolk aren't sophisticated enough to use these sounds as a covert form of communication, but they can use the sounds to lure enemies into a trap or otherwise distract them."]},{"type":"entries","name":"Outcasts","page":234,"id":"79c","entries":["Mongrelfolk are seldom welcome in other humanoid societies, where they are abused, enslaved, or shunned. They typically live on the fringes of civilization in ruins, deserted buildings, or other places that other humanoid races once lived in or built. They tend to be timid and skittish outside their homes and fiercely territorial within their lairs."]},{"type":"entries","name":"Camouflage Experts","page":234,"id":"79d","entries":["Mongrelfolk often hide their deformities under cloaks and cowls. In this way, they can sometimes pass as stout humans or thin dwarves. They are fond of camouflage, attaching leaves and twigs to their cloaks, making brown paint to cover their skin, and weaving grass nets under which they can hide. They use such camouflage while hunting in the wild or while standing guard outside their lairs. Until it is seen, a camouflaged mongrelfolk has advantage on {@skill Stealth} checks made to hide."]},{"type":"entries","name":"Horrific Offspring","page":234,"id":"79e","entries":["It's possible to restore a mongrelfolk to its original form using a {@spell greater restoration} spell, but the same can't be said for a mongrelfolk's offspring. Only mongrelfolk that are made by magic can be restored to their original forms. Mongrelfolk that are born are true mongrelfolk and not the subjects of a spell or an effect that can be undone.","Mongrelfolk can breed with other humanoids, but nearly all children born to such parents are mongrelfolk. (About one child in every hundred is born looking like its non-mongrelfolk parent.)",{"type":"image","href":{"type":"internal","path":"adventure/CoS/148-636985373100391611.webp"},"title":"{@creature Mongrelfolk|CoS}","width":300,"height":384}]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,21,mongrelfolk,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">apêndice D</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
). Sua loucura está incorporada na seguinte afirmação: "Sou a pessoa
mais inteligente, mais sábia, mais forte, mais rápida e mais bonita que
conheço."</span></span></span></p></div><div class="rd__b rd__b--3"><span style="font-size: medium;"><span class="rd__h rd__h--3" data-title-index="23" data-title-relative-index="0"> <span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Zygfrek Belview.</span></span></span></span></span> <p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Zygfrek
tem 4 pés e 7 polegadas de altura. O lado esquerdo de seu rosto e corpo
é coberto por escamas de lagarto, o direito por tufos de pelo de lobo
cinza. Entre esses tufos está a pele humana pálida. Um de seus olhos é
de um felino, e seus dedos e mãos lembram patas de gato com polegares
oponíveis. Ela tem uma voz rouca e usa uma capa cinza com detalhes em
pele preta.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Zygfrek possui o recurso </span></span><span style="font-size: medium;"><span class="help help--hover" data-vet-hash="darkvision_phb" data-vet-is-faux-page="true" data-vet-page="sense" data-vet-source="PHB"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Darkvision</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (veja o </span><span style="vertical-align: inherit;">bloco de estatísticas </span></span><a data-vet-hash="mongrelfolk_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#mongrelfolk_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">mestiços no </span></span></a><a data-vet-entry="{"type":"entries","name":"Mongrelfolk","page":234,"id":"799","entries":["{@creature Mongrelfolk|CoS} are humanoids that have undergone, or whose ancestors underwent, horrific magical transformations, to the extent that they retain only a fraction of their original being. Their humanoid bodies incorporate the features of various beasts. For example, one mongrelfolk might have the basic body shape of a dwarf with a head that combines the features of a cat and a lizard, one arm that ends in a crab's pincer, and one leg that ends in a cloven hoof. Another might have the skin and horns of a cow, the eyes of a spider, frog's legs, and a scaly lizard's tail. Each mongrelfolk's mad combination of humanoid and animal forms results in its having a slow, awkward gait.",{"type":"entries","id":"79a","entries":[{"type":"entries","name":"Sound Mimicry","page":234,"id":"79b","entries":["Mongrelfolk have misshapen mouths and vocal cords. They speak fragmented Common mixed with various animal cries and nonsense. They can effectively imitate sounds made by beasts and humanoids that they've heard. Mongrelfolk aren't sophisticated enough to use these sounds as a covert form of communication, but they can use the sounds to lure enemies into a trap or otherwise distract them."]},{"type":"entries","name":"Outcasts","page":234,"id":"79c","entries":["Mongrelfolk are seldom welcome in other humanoid societies, where they are abused, enslaved, or shunned. They typically live on the fringes of civilization in ruins, deserted buildings, or other places that other humanoid races once lived in or built. They tend to be timid and skittish outside their homes and fiercely territorial within their lairs."]},{"type":"entries","name":"Camouflage Experts","page":234,"id":"79d","entries":["Mongrelfolk often hide their deformities under cloaks and cowls. In this way, they can sometimes pass as stout humans or thin dwarves. They are fond of camouflage, attaching leaves and twigs to their cloaks, making brown paint to cover their skin, and weaving grass nets under which they can hide. They use such camouflage while hunting in the wild or while standing guard outside their lairs. Until it is seen, a camouflaged mongrelfolk has advantage on {@skill Stealth} checks made to hide."]},{"type":"entries","name":"Horrific Offspring","page":234,"id":"79e","entries":["It's possible to restore a mongrelfolk to its original form using a {@spell greater restoration} spell, but the same can't be said for a mongrelfolk's offspring. Only mongrelfolk that are made by magic can be restored to their original forms. Mongrelfolk that are born are true mongrelfolk and not the subjects of a spell or an effect that can be undone.","Mongrelfolk can breed with other humanoids, but nearly all children born to such parents are mongrelfolk. (About one child in every hundred is born looking like its non-mongrelfolk parent.)",{"type":"image","href":{"type":"internal","path":"adventure/CoS/148-636985373100391611.webp"},"title":"{@creature Mongrelfolk|CoS}","width":300,"height":384}]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,21,mongrelfolk,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">apêndice D</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ). Sua loucura está incorporada na seguinte afirmação: “Não gosto da maneira como as pessoas me julgam o tempo todo”.</span></span></span></p></div></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="24" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">S7. Cemitério</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p148</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Pinheiros
raquíticos crescem na terra rochosa do cemitério perto da fundação da
ala norte da abadia. As janelas da estrutura são vidraças rachadas de
vidro com chumbo. Lápides antigas surgiram de uma fina crosta de neve no
quintal. Além do muro baixo que circunda o cemitério, o chão desaba. A
vila fica a cento e vinte metros abaixo e a vista é de tirar o fôlego.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esculpido
em cada lápide está o nome de um padre ou freira há muito falecido.
Alguns dos nomes incluem Irmão Martek, Irmão Valen, Irmã Constance e
Irmã Lenora.</span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="25" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Túmulo do Sol</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p148</span></span></span></span></span></h3></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
lápide marcada com X é esculpida com rosas e apresenta um recorte em
forma de sol de 7 centímetros de diâmetro em seu lado leste. Gravado
abaixo do recuo está o nome Petrovna. Se o símbolo sagrado de Tasha
Petrovna (ver </span></span><span style="font-size: medium;"><a href="https://5e.tools/adventure.html#CoS,5"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 4</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , área K84, </span></span><a data-vet-entry="{"type":"entries","name":"Crypt 11","page":87,"id":"2c7","entries":["{@i Tasha Petrovna—Healer of Kings, Light unto the West, Servant, Companion}",{"type":"insetReadaloud","id":"2c8","entries":["A skeleton wearing tattered priestly vestments lies atop a marble slab in the center of the crypt. The domed ceiling overhead is painted with a glorious sun mural."]},"Creatures that would take damage from exposure to sunlight (such as vampires) have disadvantage on all ability checks, attack rolls, and saving throws while inside this crypt.",{"type":"entries","name":"Treasure","page":87,"id":"2c9","entries":["Draped around the neck of the skeleton is a sun-shaped holy symbol (worth 25 gp). A good-aligned character who picks up the holy symbol hears a ghostly female voice. It whispers the following message:",{"type":"insetReadaloud","id":"2ca","entries":["\"There is a grave to the west, with roses that never die, in a place built by healers, in a village called Krezk. When all turns to darkness, touch this holy symbol to the grave to summon the light and find a treasure long lost.\""]},"The message refers to a gravestone in the Abbey of Saint Markovia ({@adventure chapter 8|CoS|9}, {@area area S7|4d4|x})."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":1}" href="https://5e.tools/adventure.html#cos,5,crypt%2011,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">cripta 11</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) for colocado na reentrância, tanto o símbolo sagrado quanto a reentrância desaparecem. Então leia:</span></span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um
raio de sol dourado rompe as nuvens a oeste e brilha sobre o túmulo. A
neblina e a escuridão diminuem de seu brilho à medida que a luz do sol
faz com que a lápide se quebre e desmorone, revelando um anel em seu
interior.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
raio de sol dura 1 minuto. Se os personagens quebrarem a lápide sem
colocar o símbolo sagrado de Tasha Petrovna nela primeiro, eles não
encontrarão nada em seus restos.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O anel é um </span></span><span style="font-size: medium;"><a data-vet-hash="ring%20of%20regeneration_dmg" data-vet-page="items.html" data-vet-source="DMG" href="https://5e.tools/items.html#ring%20of%20regeneration_dmg"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">anel de regeneração</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="26" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">S8. Portaria do Jardim</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p148</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma portaria fica na entrada dos jardins da abadia.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A portaria está vazia.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="27" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">S9. Jardins</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p148</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Aninhados
entre penhascos crescentes e profundos estão quatro jardins
retangulares cercados por um muro de pedras argamassadas de um metro e
meio de altura. Coelhos brancos mordiscam nabos arrancados pelo frio.
Dois espantalhos sem vida, com gargantas empalhadas e cabeças de saco,
estão pendurados em cruzes de madeira cravadas na terra fria e dura.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se os personagens não limparam a ala leste, adicione:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
ala leste da abadia paira sobre o jardim, com suas janelas quebradas,
escuras e perturbadoras. Uma porta leva a este edifício abandonado, que
aparentemente não está tão abandonado quanto se poderia esperar. De
dentro vêm o riso e o lamento de coisas que não deveriam existir.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os coelhos e os espantalhos são inofensivos. Os jardins contêm uma escassa variedade de raízes e abóboras. A porta que leva à </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"S15. Madhouse","page":151,"id":"4f4","entries":[{"type":"insetReadaloud","id":"4f5","entries":["This lightless corridor has multiple doors behind which lie creatures that shatter the quiet with their mad cackles and whispered curses. The stench is overpowering."]},"Before he set out to create a bride for Strahd, {@creature the Abbot|CoS} tried his hand at creating a more rudimentary golem. This creature paces the hall, tirelessly guarding the abbey's madhouse and making sure no mongrelfolk escape. When the characters first see the golem, read:",{"type":"insetReadaloud","id":"4f6","entries":["Even in the gloom, you can make out a monstrous shape lumbering down the hall. When the darkness can no longer hide its true nature, your eyes are treated to a terrifying, 7-foot-tall assemblage of human body parts."]},"This {@creature flesh golem} attacks anyone who isn't in the company of {@creature the Abbot|CoS} or {@creature Clovin Belview|CoS}.","None of the doors leading from the hall are locked. If the characters open any and look inside, they see that the rooms on each side of the hall are dimly lit by natural light that filters through dirty, shuttered windows. The door at the east end of the hall leads outside and can be pulled open to reveal the gardens ({@area area S9|4da|x}).","The sixty {@creature mongrelfolk|CoS} confined here are fed at irregular intervals by {@creature Clovin Belview|CoS}. Dinner is foretold by the ringing of the abbey bell ({@area area S17|50b|x}). These mongrelfolk aren't {@condition restrained}, but they refuse to leave their rooms for fear of being killed by the golem or cast out of the abbey and forced to fend for themselves. In addition to a dagger, each mongrelfolk has its own wooden soup bowl.",{"type":"entries","name":"S15a. Fearful Mongrelfolk","page":151,"id":"4f7","entries":[{"type":"insetReadaloud","id":"4f8","entries":["This room was once a shared bedchamber, but its furnishings have been destroyed. Three shrieking mongrels cower in the shadowy northwest corner. One of them cradles something shiny."]},"Three {@creature mongrelfolk|CoS} are confined here. One of them cradles a polished brass candlestick as if it was a doll. Any attempt to take it causes the mongrelfolk to attack."]},{"type":"entries","name":"S15b. Quarreling Mongrelfolk","page":152,"id":"4f9","entries":[{"type":"insetReadaloud","id":"4fa","entries":["Four mongrel creatures brawl amid the wreckage of this bedchamber while a fifth watches and cackles behind a life-sized, painted wooden statue of a saintly woman in robes."]},"Five {@creature mongrelfolk|CoS} are confined here. The four that are fighting aren't trying to kill each other, but they are trying to assert dominance. They stop fighting if a character separates them.","The statue is a little over 5 feet tall and carved from a single piece of wood. It depicts Saint Markovia. Close inspection reveals that it is covered with bite marks."]},{"type":"entries","name":"S15c. Incanting Mongrelfolk","page":152,"id":"4fb","entries":[{"type":"insetReadaloud","id":"4fc","entries":["Seven mongrels are seated in the middle of this room, forming a ring. They appear to be chanting a spell."]},"These seven {@creature mongrelfolk|CoS} are trying to cast a spell that will cause the abbey's bell to ring, so that dinner will be served. They are speaking nonmagical gibberish."]},{"type":"entries","name":"S15d. Hungry Mongrelfolk","page":152,"id":"4fd","entries":[{"type":"insetReadaloud","id":"4fe","entries":["Nine mongrel creatures stand in the middle of this room, staring at the doorway in silence with hungry looks in their eyes."]},"These nine {@creature mongrelfolk|CoS} haven't been fed in days because Clovin doesn't like them. They try to kill and devour any character who sets foot in the room."]},{"type":"entries","name":"S15e. Mongrelfolk Horde","page":152,"id":"4ff","entries":[{"type":"insetReadaloud","id":"500","entries":["This room is packed wall to wall with mongrels wallowing in their own filth. The floor is strewn with gnawed bones."]},"Sixteen screaming {@creature mongrelfolk|CoS} are confined here. The bones are all that remain of mongrelfolk who perished and were eaten. The survivors beg for food."]},{"type":"entries","name":"S15f. Singing and Dancing Mongrelfolk","page":152,"id":"501","entries":[{"type":"insetReadaloud","id":"502","entries":["Eight mongrels caper about the wreckage of this bedchamber while singing a rhyme. One of them holds up a glittering gold statuette as it leads this mad parade."]},"The eight {@creature mongrelfolk|CoS} sing the following rhyme:","{@i The devil dwells in his dark house,}","{@i Upon the misty pillar.}","{@i First he'll taste her sweet, sweet blood,}","{@i And then he'll have to kill her.}","They weep if their treasure is taken from them.",{"type":"entries","name":"Treasure","page":152,"id":"503","entries":["The golden statuette depicts Saint Markovia and is worth 250 gp. It grants any good-aligned creature that carries it a +1 bonus to saving throws."]}]},{"type":"entries","name":"S15g. Mongrelfolk Babies","page":152,"id":"504","entries":[{"type":"insetReadaloud","id":"505","entries":["Filthy mongrels cradle screaming young in the debris-strewn corners of this room while several more hoot, holler, roll on the floor, and whack each other with sticks."]},"This room contains ten {@creature mongrelfolk|CoS}, three of which are tending to noncombatant mongrelfolk babies."]},{"type":"entries","name":"S15h. Mongrelfolk Fort","page":152,"id":"506","entries":[{"type":"insetReadaloud","id":"507","entries":["This room contains a fort made out of piled bits of shattered furniture and torn draperies. From within the fort, you hear a mischievous cackle."]},"Two {@creature mongrelfolk|CoS} live in the \"fort\" but refuse to come out unless baited with food. While hidden under the wreckage, they have three-quarters cover."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,9,s15.%20madhouse,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área S15</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> não está trancada.</span></span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="28" data-title-relative-index="1"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Fortunas de Ravenloft</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p148</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se
a leitura da sua carta revelar que um tesouro está aqui, o item está
escondido na garganta cheia de palha do espantalho mais ao sul. Se o
tesouro for removido do espantalho, sete </span></span><span style="font-size: medium;"><a data-vet-hash="wight_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#wight_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">criaturas</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> irrompem dos jardins e atacam. Eles usam as librés esfarrapadas da casa de Strahd.</span></span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="29" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">S10. Entrada da Abadia</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p148</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma
parede cortina de cinco metros de altura une as duas alas da abadia.
Atrás de suas ameias, dois guardas estão em posição de sentido, suas
feições obscurecidas pela neblina. Abaixo deles, embutidos na parede, há
um par de portas de madeira de três metros de altura, reforçadas com
faixas de aço. À direita dessas portas, montada na parede, há uma placa
de cobre manchada.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A placa leva o nome da abadia, sob a qual aparecem as seguintes palavras: “Que a sua luz cure todas as doenças”.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os “guardas” na parede são espantalhos sustentados que usam camisas de corrente corroídas e seguram lanças enferrujadas (ver </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"S18. Curtain Wall","page":154,"id":"512","entries":[{"type":"insetReadaloud","id":"513","entries":["Scarecrows line the abbey walls, looking outward. They wear tattered chain shirts and carry spears with rusty heads. The courtyard below is blanketed with fog."]},"The scarecrows are lashed to wooden stands. Though fearsome from a distance, they have no life to them.","It's a 15-foot drop from the top of the wall to the courtyard. Any creature that falls over the southwest wall tumbles 400 feet down the cliffside."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,9,s18.%20curtain%20wall,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área S18</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ). Um personagem que obtiver sucesso em um teste de Sabedoria ( </span></span><span class="help help--hover" data-vet-hash="perception_phb" data-vet-is-faux-page="true" data-vet-page="skill" data-vet-source="PHB"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Percepção</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) CD 10 discerne a charada.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As portas duplas são pesadas, mas estão destrancadas. Eles podem ser abertos para revelar um pátio enevoado ( </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"S12. Courtyard","page":150,"id":"4e1","entries":[{"type":"insetReadaloud","id":"4e2","entries":["The thick fog that fills this courtyard swirls, as if eager to escape. The courtyard is surrounded by a fifteen-foot-high curtain wall on which stand several guards with their backs to you—or so it seemed at first. It's clear now that these guards are merely scarecrows.","Wooden doors to the north and east lead to the abbey's two wings. In the center of the courtyard is a stone well fitted with an iron winch, to which a rope and bucket are attached. Along the perimeter, tucked under the overhanging wall, are several stone sheds with padlocked wooden doors, as well as three shallow alcoves that contain wooden troughs. Two wooden posts pounded into the rocky earth have iron rings bolted to them, and chained to one of them is a short humanoid with bat wings and spider mandibles.","The quiet is shattered by horrible screams coming from the sheds."]},"If the characters are escorted here by Otto and {@creature Zygfrek Belview|CoS} ({@area area S6|4cf|x}), they are asked to wait in the courtyard while the mongrelfolk fetch {@creature the Abbot|CoS} from {@area area S13|4ec|x}.",{"type":"entries","name":"S12a. Well","page":150,"id":"4e3","entries":["The well is 80 feet deep. Hiding 20 feet down is a chaotic evil {@creature mongrelfolk|CoS} (see {@area appendix D|799|x}) named {@creature Mishka Belview|CoS}. He clings to the wall of the shaft and scuttles up to attack anyone who shines a light down on him.",{"type":"entries","name":"Mishka Belview","page":150,"id":"4e4","entries":["Mishka stands 5 feet tall and has a wiry, spindly build. He has three red spider eyes on the right side of his face, while the left side appears human. He has a frog's foot in place of his left hand and a taloned crow's foot where his right foot should be.","He has the Spider Climb feature (see the {@creature mongrelfolk|CoS} stat block in {@area appendix D|799|x}). In his madness, he's discovered he enjoys killing people."]}]},{"type":"entries","name":"S12b. Old Troughs","page":150,"id":"4e5","entries":["These three horse troughs are badly rotted and fall apart if handled or jostled."]},{"type":"entries","name":"S12c. Chicken Sheds","page":150,"id":"4e6","entries":["Each of these sheds is fitted with an iron padlock. {@creature Clovin Belview|CoS} ({@area area S17|50b|x}) carries the keys to these locks.","If the characters open a shed, read:",{"type":"insetReadaloud","id":"4e7","entries":["This shed holds the shattered remains of several chicken coops. Shackled to the back wall is a wretched humanoid with bestial deformities."]},"There are nine of these sheds, each one containing a howling or mewling {@creature mongrelfolk|CoS} (see {@area appendix D|799|x})."]},{"type":"entries","name":"S12d. Tethering Posts","page":150,"id":"4e8","entries":["Iron rings bolted to these wooden posts were once used to secure horses. Chained to one post is a chaotic neutral {@creature mongrelfolk|CoS} (see {@area appendix D|799|x}) named {@creature Marzena Belview|CoS}, the older sister of {@creature Mishka Belview|CoS} (see {@area area S12a|4e3|x}).","If the characters approach Marzena, read:",{"type":"insetReadaloud","id":"4e9","entries":["The creature chained to the post flaps its leathery wings and takes to the air, but doesn't get far before its chains go taut. She flutters about madly, screaming nonsense."]},"{@creature Marzena Belview|CoS} is skittish and afraid of everyone and everything except for {@creature Clovin Belview|CoS} ({@area area S17|50b|x}), whom she allows to come close enough to feed her.",{"type":"entries","name":"Marzena Belview","page":150,"id":"4ea","entries":["Marzena stands 4 feet, 5 inches tall and has a hunched posture. Long, stringy black hair hides much of her face, but clearly visible are the spider mandibles and teeth that replace her human mouth. She has the arms and wings of a bat, as well as a cloven hoof in place of her right foot. She doesn't allow anyone to get close enough to undo her shackles, but if her bonds are magically unlocked or if her chains are somehow broken, she flies away and never returns.","Marzena has the Flight feature (see the {@creature mongrelfolk|CoS} stat block in {@area appendix D|799|x}). Her madness is embodied in the following statement: \"I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time.\""]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,9,s12.%20courtyard,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área S12</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p><div class="rd__wrp-gallery" style="text-align: justify;"><div class="rd__wrp-gallery-image"><div class="rd__wrp-image relative" data-title-index="30">
<span style="font-size: medium;"><a href="https://5e.tools/img/adventure/CoS/090-024.jpg" rel="noopener noreferrer" target="_blank" title="Mapa 8.3: Abadia de Santa Marcovia - Andar Superior e Adega"><br />
</a></span>
</div></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__wrp-gallery"><div class="rd__wrp-gallery-image"><div class="rd__wrp-image relative" data-title-index="31">
<span style="font-size: medium;"><a href="https://5e.tools/img/adventure/CoS/091-cos803.jpg" rel="noopener noreferrer" target="_blank" title="Versão do jogador"><br />
</a></span>
</div><div class="rd__image-title"><div class="rd__image-title-inner"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Versão do jogador</span></span></div></div></div></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="32" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">S11. Portarias Internas</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p148</span></span></span></span></span></h2></div><div class="rd__b rd__b--1" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Estes dois edifícios vazios ajudam a suportar a parede cortina ( </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"S18. Curtain Wall","page":154,"id":"512","entries":[{"type":"insetReadaloud","id":"513","entries":["Scarecrows line the abbey walls, looking outward. They wear tattered chain shirts and carry spears with rusty heads. The courtyard below is blanketed with fog."]},"The scarecrows are lashed to wooden stands. Though fearsome from a distance, they have no life to them.","It's a 15-foot drop from the top of the wall to the courtyard. Any creature that falls over the southwest wall tumbles 400 feet down the cliffside."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,9,s18.%20curtain%20wall,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área S18</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) que encerra o pátio ( </span></span><a data-vet-entry="{"type":"entries","name":"S12. Courtyard","page":150,"id":"4e1","entries":[{"type":"insetReadaloud","id":"4e2","entries":["The thick fog that fills this courtyard swirls, as if eager to escape. The courtyard is surrounded by a fifteen-foot-high curtain wall on which stand several guards with their backs to you—or so it seemed at first. It's clear now that these guards are merely scarecrows.","Wooden doors to the north and east lead to the abbey's two wings. In the center of the courtyard is a stone well fitted with an iron winch, to which a rope and bucket are attached. Along the perimeter, tucked under the overhanging wall, are several stone sheds with padlocked wooden doors, as well as three shallow alcoves that contain wooden troughs. Two wooden posts pounded into the rocky earth have iron rings bolted to them, and chained to one of them is a short humanoid with bat wings and spider mandibles.","The quiet is shattered by horrible screams coming from the sheds."]},"If the characters are escorted here by Otto and {@creature Zygfrek Belview|CoS} ({@area area S6|4cf|x}), they are asked to wait in the courtyard while the mongrelfolk fetch {@creature the Abbot|CoS} from {@area area S13|4ec|x}.",{"type":"entries","name":"S12a. Well","page":150,"id":"4e3","entries":["The well is 80 feet deep. Hiding 20 feet down is a chaotic evil {@creature mongrelfolk|CoS} (see {@area appendix D|799|x}) named {@creature Mishka Belview|CoS}. He clings to the wall of the shaft and scuttles up to attack anyone who shines a light down on him.",{"type":"entries","name":"Mishka Belview","page":150,"id":"4e4","entries":["Mishka stands 5 feet tall and has a wiry, spindly build. He has three red spider eyes on the right side of his face, while the left side appears human. He has a frog's foot in place of his left hand and a taloned crow's foot where his right foot should be.","He has the Spider Climb feature (see the {@creature mongrelfolk|CoS} stat block in {@area appendix D|799|x}). In his madness, he's discovered he enjoys killing people."]}]},{"type":"entries","name":"S12b. Old Troughs","page":150,"id":"4e5","entries":["These three horse troughs are badly rotted and fall apart if handled or jostled."]},{"type":"entries","name":"S12c. Chicken Sheds","page":150,"id":"4e6","entries":["Each of these sheds is fitted with an iron padlock. {@creature Clovin Belview|CoS} ({@area area S17|50b|x}) carries the keys to these locks.","If the characters open a shed, read:",{"type":"insetReadaloud","id":"4e7","entries":["This shed holds the shattered remains of several chicken coops. Shackled to the back wall is a wretched humanoid with bestial deformities."]},"There are nine of these sheds, each one containing a howling or mewling {@creature mongrelfolk|CoS} (see {@area appendix D|799|x})."]},{"type":"entries","name":"S12d. Tethering Posts","page":150,"id":"4e8","entries":["Iron rings bolted to these wooden posts were once used to secure horses. Chained to one post is a chaotic neutral {@creature mongrelfolk|CoS} (see {@area appendix D|799|x}) named {@creature Marzena Belview|CoS}, the older sister of {@creature Mishka Belview|CoS} (see {@area area S12a|4e3|x}).","If the characters approach Marzena, read:",{"type":"insetReadaloud","id":"4e9","entries":["The creature chained to the post flaps its leathery wings and takes to the air, but doesn't get far before its chains go taut. She flutters about madly, screaming nonsense."]},"{@creature Marzena Belview|CoS} is skittish and afraid of everyone and everything except for {@creature Clovin Belview|CoS} ({@area area S17|50b|x}), whom she allows to come close enough to feed her.",{"type":"entries","name":"Marzena Belview","page":150,"id":"4ea","entries":["Marzena stands 4 feet, 5 inches tall and has a hunched posture. Long, stringy black hair hides much of her face, but clearly visible are the spider mandibles and teeth that replace her human mouth. She has the arms and wings of a bat, as well as a cloven hoof in place of her right foot. She doesn't allow anyone to get close enough to undo her shackles, but if her bonds are magically unlocked or if her chains are somehow broken, she flies away and never returns.","Marzena has the Flight feature (see the {@creature mongrelfolk|CoS} stat block in {@area appendix D|799|x}). Her madness is embodied in the following statement: \"I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time.\""]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,9,s12.%20courtyard,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área S12</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ). As portas de madeira que dão acesso a eles estão destrancadas.</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="33" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">S12. Pátio</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p150</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
névoa espessa que preenche este pátio gira, como se estivesse ansiosa
para escapar. O pátio é cercado por uma parede cortina de quatro metros e
meio de altura, na qual estão vários guardas de costas para você – ou
assim pareceu à primeira vista. Está claro agora que estes guardas são
apenas espantalhos.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Portas
de madeira a norte e a leste conduzem às duas alas da abadia. No centro
do pátio há um poço de pedra equipado com um guincho de ferro, ao qual
estão presos uma corda e um balde. Ao longo do perímetro, escondidos sob
a parede saliente, encontram-se vários galpões de pedra com portas de
madeira trancadas com cadeado, bem como três alcovas rasas que contêm
calhas de madeira. Dois postes de madeira cravados na terra rochosa têm
anéis de ferro aparafusados a eles, e acorrentado a um deles está um
humanóide baixo com asas de morcego e mandíbulas de aranha.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O silêncio é quebrado por gritos horríveis vindos dos galpões.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se os personagens forem escoltados até aqui por Otto e </span></span><span style="font-size: medium;"><a data-vet-hash="zygfrek%20belview_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#zygfrek%20belview_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Zygfrek Belview</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ( </span></span><a data-vet-entry="{"type":"entries","name":"S6. North Gate","page":147,"id":"4cf","entries":[{"type":"insetReadaloud","id":"4d0","entries":["The road from the village climbs above the mist to the wide ledge on which the abbey is perched. A light dusting of snow covers the trees and the rocky earth.","The gravel road passes between two small, stone outbuildings, to either side of which stretches a five-foot-high, three-foot-thick wall of jumbled stones held together with mortar. Blocking the road are iron gates attached to the outbuildings by rusty hinges. They appear to be unlocked. Viewed through the gates, the stone abbey stands quiet. Its two wings are joined by a fifteen-foot-high curtain wall. A belfry protrudes from the rooftop of the closer north wing, which also sports a chimney billowing gray smoke."]},"The iron gates are unlocked but squeal loudly when someone opens them.","Two gate guards are on duty, but they aren't awake when the characters arrive (see below). Characters who succeed on a DC 12 Dexterity ({@skill Stealth}) check can climb over the low outer wall without waking them. If one or more characters fail the check, or if the characters open the gates, the guards rouse themselves and stumble forth to confront the trespassers.",{"type":"image","href":{"type":"internal","path":"adventure/CoS/088-cos08-04.webp"},"title":"{@creature Otto Belview|CoS}","width":865,"height":1000},"The gate guards are Otto and {@creature Zygfrek Belview|CoS}, two lawful evil {@creature mongrelfolk|CoS} (see {@area appendix D|799|x}). They sleep under piles of musty animal furs. Both are loyal servants of {@creature the Abbot|CoS}, yet not so good at guarding. If the characters seem friendly, the mongrelfolk escort them to the courtyard ({@area area S12|4e1|x}) and ask the characters to wait there while they fetch {@creature the Abbot|CoS} ({@area area S13|4ec|x}). If the characters seem hostile, the mongrelfolk let them enter but don't accompany them willingly.","Hanging on the inside wall of each guard post is a net woven from twigs and pine needles, as well as a shovel. Otto and Zygfrek cover themselves with the nets when they skulk through the village at night in search of fresh graves to dig up.",{"type":"entries","name":"Roleplaying the Mongrelfolk","page":147,"id":"4d1","entries":["Use the information below to roleplay the mongrelfolk guards, Otto and Zygfrek.",{"type":"image","href":{"type":"internal","path":"adventure/CoS/089-cos08-05.webp"},"title":"{@creature Zygfrek Belview|CoS}","width":901,"height":1000},{"type":"entries","name":"Otto Belview","page":147,"id":"4d2","entries":["Otto is 4 feet, 9 inches tall and squats instead of standing upright. He looks like a beardless dwarf with patches of donkey flesh covering his face and body. He has one human ear and one wolf's ear, and a protruding wolf's snout and fangs. His arms and hands are human, but his legs and feet are leonine, and he has a donkey's tail. He can barely speak Common, and his laugh sounds like a donkey's bray. He wears a plain wool cloak.","Otto has the Standing Leap feature (see the {@creature mongrelfolk|CoS} stat block in {@area appendix D|799|x}). His madness is embodied in the following statement: \"I am the smartest, wisest, strongest, fastest, and most beautiful person I know.\""]},{"type":"entries","name":"Zygfrek Belview","page":148,"id":"4d3","entries":["Zygfrek stands 4 feet, 7 inches tall. The left side of her face and body is covered with lizard scales, the right with tufts of gray wolf fur. Between these tufts is pale human skin. One of her eyes is that of a feline, and her fingers and hands resemble cat's paws with opposable thumbs. She has a gruff voice and wears a gray cloak with black fur trim.","Zygfrek has the {@sense Darkvision} feature (see the {@creature mongrelfolk|CoS} stat block in {@area appendix D|799|x}). Her madness is embodied in the following statement: \"I don't like the way people judge me all the time.\""]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,9,s6.%20north%20gate,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área S6</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ), eles serão solicitados a esperar no pátio enquanto os mestiços buscam </span></span><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o Abade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> na </span></span><a data-vet-entry="{"type":"entries","name":"S13. Main Hall","page":150,"id":"4ec","entries":[{"type":"insetReadaloud","id":"4ed","entries":["Gentle-sounding music trickles down from above, played on a single stringed instrument by some unseen master.","The ground floor is one large, fifty-foot-square room with arched, leaded glass windows. A cauldron sits on an iron rack above a fire in a hearth, while above the fireplace mantel hangs a golden disk engraved with the symbol of the sun. In one corner, a wooden staircase climbs to the upper level, while in another corner a stone staircase descends into darkness.","Several chairs surround a wooden table that stretches nearly the length of the room. Wooden dishware and gold candelabras are neatly arranged on the table, standing behind which is a young woman with alabaster skin dressed in a torn and soiled red gown. Her auburn hair is neatly bundled so as not to touch her soft shoulders. She seems lost in her own thoughts."]},"{@creature The Abbot|CoS} is normally here. If he is here, add:",{"type":"insetReadaloud","id":"4ee","entries":["A handsome young man in a brown monk's robe gently takes the woman by her hand. A painted wooden holy symbol that depicts the sun hangs from a chain around his neck. He moves with the grace of a saint."]},"{@creature The Abbot|CoS} is a {@creature deva} in disguise (see {@area appendix D|745|x}, as well as \"{@area Something Old|525|x}\" in the \"Special Events\" section at the end of this chapter). He wears a holy symbol of the Morninglord around his neck. The woman in the tattered red gown is {@creature Vasilka|CoS}, a {@creature flesh golem} that has been exquisitely put together to serve as Strahd's bride. Characters within 5 feet of {@creature Vasilka|CoS} can see the seams in her powdered skin where disparate body parts stolen from Krezkite graves have been carefully stitched together.","{@creature The Abbot|CoS} is teaching {@creature Vasilka|CoS} the finer points of etiquette. He also intends to teach her how to dance. {@creature Vasilka|CoS} obeys his every command. She can't speak but lets loose an unholy scream if harmed. If driven berserk, she fights until {@creature the Abbot|CoS} reasserts control or until she is destroyed. She has the supernatural strength of a typical flesh golem despite her smaller size.","{@creature The Abbot|CoS} has no desire to harm the characters. He knows that Strahd has brought them to Barovia for a reason and doesn't want to thwart Strahd's plans for them. His calm, pleasant demeanor changes if they become hostile or if they threaten {@creature Vasilka|CoS}. He sheds his disguise and assumes his true angelic form, hoping that sight is enough to make them back down.","{@creature The Abbot|CoS} would like to find a proper bridal gown for {@creature Vasilka|CoS}. If the characters seem friendly, he asks them for help in locating one. In exchange, he offers his magic, agreeing to cast {@spell raise dead} up to three times on their behalf, or give them each the benefit of his healing touch. If they decline to help or behave rudely, he orders them to leave the abbey at once, attacking them if they refuse and doing his utmost to keep {@creature Vasilka|CoS} safe.","The music comes from upstairs ({@area area S17|50b|x}). The stone staircase leads down to the wine cellar ({@area area S16|508|x}). The wooden stairs climb to the loft and belfry (area S17).","The stew pot in the fireplace contains several gallons of hot turnip and rabbit soup, intended for the mongrelfolk imprisoned in {@area areas S12c|4e6|x} and {@area S15|4f4|x}.",{"type":"entries","name":"Roleplaying the Abbot","page":151,"id":"4ef","entries":["{@creature The Abbot|CoS} believes he is righteous. He regrets transforming the Belviews into horrid mongrelfolk, and he considers their imprisonment to be necessary, to contain their madness. With regard to Strahd's bride, he believes that she is the key to freeing the land from its curse. The insane Abbot can't be convinced otherwise.","{@creature The Abbot|CoS} shares his beliefs openly, claiming that his decisions are based on the Morninglord's guidance. He will give visitors a tour of the abbey if they seem friendly, but he turns hostile if they threaten him or his charges."]},{"type":"entries","name":"Treasure","page":151,"id":"4f0","entries":["The golden sun disk hanging above the fireplace is worth 750 gp. Taking the disk off the wall reveals a niche that contains a {@item Potion of Superior Healing||potion of healing (superior)} in a crystal and electrum flask (worth 250 gp). Four gold candelabras (worth 250 gp each) rest atop the table."]},{"type":"entries","name":"Fortunes of Ravenloft","page":151,"id":"4f1","entries":["If your card reading reveals that a treasure is here, it is hidden in the niche along with the potion."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,9,s13.%20main%20hall,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área S13</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="34" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">S12a. Bem</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p150</span></span></span></span></span></h3></div><div class="rd__b rd__b--2" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O poço tem 80 metros de profundidade. Escondido a 6 metros de profundidade está um </span></span><span style="font-size: medium;"><a data-vet-hash="mongrelfolk_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#mongrelfolk_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">mestiço</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> caótico e malvado (ver </span></span><a data-vet-entry="{"type":"entries","name":"Mongrelfolk","page":234,"id":"799","entries":["{@creature Mongrelfolk|CoS} are humanoids that have undergone, or whose ancestors underwent, horrific magical transformations, to the extent that they retain only a fraction of their original being. Their humanoid bodies incorporate the features of various beasts. For example, one mongrelfolk might have the basic body shape of a dwarf with a head that combines the features of a cat and a lizard, one arm that ends in a crab's pincer, and one leg that ends in a cloven hoof. Another might have the skin and horns of a cow, the eyes of a spider, frog's legs, and a scaly lizard's tail. Each mongrelfolk's mad combination of humanoid and animal forms results in its having a slow, awkward gait.",{"type":"entries","id":"79a","entries":[{"type":"entries","name":"Sound Mimicry","page":234,"id":"79b","entries":["Mongrelfolk have misshapen mouths and vocal cords. They speak fragmented Common mixed with various animal cries and nonsense. They can effectively imitate sounds made by beasts and humanoids that they've heard. Mongrelfolk aren't sophisticated enough to use these sounds as a covert form of communication, but they can use the sounds to lure enemies into a trap or otherwise distract them."]},{"type":"entries","name":"Outcasts","page":234,"id":"79c","entries":["Mongrelfolk are seldom welcome in other humanoid societies, where they are abused, enslaved, or shunned. They typically live on the fringes of civilization in ruins, deserted buildings, or other places that other humanoid races once lived in or built. They tend to be timid and skittish outside their homes and fiercely territorial within their lairs."]},{"type":"entries","name":"Camouflage Experts","page":234,"id":"79d","entries":["Mongrelfolk often hide their deformities under cloaks and cowls. In this way, they can sometimes pass as stout humans or thin dwarves. They are fond of camouflage, attaching leaves and twigs to their cloaks, making brown paint to cover their skin, and weaving grass nets under which they can hide. They use such camouflage while hunting in the wild or while standing guard outside their lairs. Until it is seen, a camouflaged mongrelfolk has advantage on {@skill Stealth} checks made to hide."]},{"type":"entries","name":"Horrific Offspring","page":234,"id":"79e","entries":["It's possible to restore a mongrelfolk to its original form using a {@spell greater restoration} spell, but the same can't be said for a mongrelfolk's offspring. Only mongrelfolk that are made by magic can be restored to their original forms. Mongrelfolk that are born are true mongrelfolk and not the subjects of a spell or an effect that can be undone.","Mongrelfolk can breed with other humanoids, but nearly all children born to such parents are mongrelfolk. (About one child in every hundred is born looking like its non-mongrelfolk parent.)",{"type":"image","href":{"type":"internal","path":"adventure/CoS/148-636985373100391611.webp"},"title":"{@creature Mongrelfolk|CoS}","width":300,"height":384}]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,21,mongrelfolk,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">apêndice D</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) chamado </span></span><a data-vet-hash="mishka%20belview_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#mishka%20belview_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Mishka Belview</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . Ele se agarra à parede do poço e corre para atacar qualquer um que aponte uma luz para ele.</span></span></span></p><div class="rd__b rd__b--3"><span style="font-size: medium;"><span class="rd__h rd__h--3" data-title-index="35" data-title-relative-index="0"> <span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Mishka Belview.</span></span></span></span></span> <p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Mishka
tem 1,50 metro de altura e uma constituição magra e esbelta. Ele tem
três olhos de aranha vermelhos no lado direito do rosto, enquanto o lado
esquerdo parece humano. Ele tem um pé de sapo no lugar da mão esquerda e
um pé de galinha com garras onde deveria estar o pé direito.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Ele tem o recurso Spider Climb (veja o </span><span style="vertical-align: inherit;">bloco de estatísticas </span></span><span style="font-size: medium;"><a data-vet-hash="mongrelfolk_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#mongrelfolk_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">mestiço no </span></span></a><a data-vet-entry="{"type":"entries","name":"Mongrelfolk","page":234,"id":"799","entries":["{@creature Mongrelfolk|CoS} are humanoids that have undergone, or whose ancestors underwent, horrific magical transformations, to the extent that they retain only a fraction of their original being. Their humanoid bodies incorporate the features of various beasts. For example, one mongrelfolk might have the basic body shape of a dwarf with a head that combines the features of a cat and a lizard, one arm that ends in a crab's pincer, and one leg that ends in a cloven hoof. Another might have the skin and horns of a cow, the eyes of a spider, frog's legs, and a scaly lizard's tail. Each mongrelfolk's mad combination of humanoid and animal forms results in its having a slow, awkward gait.",{"type":"entries","id":"79a","entries":[{"type":"entries","name":"Sound Mimicry","page":234,"id":"79b","entries":["Mongrelfolk have misshapen mouths and vocal cords. They speak fragmented Common mixed with various animal cries and nonsense. They can effectively imitate sounds made by beasts and humanoids that they've heard. Mongrelfolk aren't sophisticated enough to use these sounds as a covert form of communication, but they can use the sounds to lure enemies into a trap or otherwise distract them."]},{"type":"entries","name":"Outcasts","page":234,"id":"79c","entries":["Mongrelfolk are seldom welcome in other humanoid societies, where they are abused, enslaved, or shunned. They typically live on the fringes of civilization in ruins, deserted buildings, or other places that other humanoid races once lived in or built. They tend to be timid and skittish outside their homes and fiercely territorial within their lairs."]},{"type":"entries","name":"Camouflage Experts","page":234,"id":"79d","entries":["Mongrelfolk often hide their deformities under cloaks and cowls. In this way, they can sometimes pass as stout humans or thin dwarves. They are fond of camouflage, attaching leaves and twigs to their cloaks, making brown paint to cover their skin, and weaving grass nets under which they can hide. They use such camouflage while hunting in the wild or while standing guard outside their lairs. Until it is seen, a camouflaged mongrelfolk has advantage on {@skill Stealth} checks made to hide."]},{"type":"entries","name":"Horrific Offspring","page":234,"id":"79e","entries":["It's possible to restore a mongrelfolk to its original form using a {@spell greater restoration} spell, but the same can't be said for a mongrelfolk's offspring. Only mongrelfolk that are made by magic can be restored to their original forms. Mongrelfolk that are born are true mongrelfolk and not the subjects of a spell or an effect that can be undone.","Mongrelfolk can breed with other humanoids, but nearly all children born to such parents are mongrelfolk. (About one child in every hundred is born looking like its non-mongrelfolk parent.)",{"type":"image","href":{"type":"internal","path":"adventure/CoS/148-636985373100391611.webp"},"title":"{@creature Mongrelfolk|CoS}","width":300,"height":384}]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,21,mongrelfolk,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">apêndice D</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ). Em sua loucura, ele descobriu que gosta de matar pessoas.</span></span></span></p></div></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="36" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">S12b. Calhas Velhas</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p150</span></span></span></span></span></h3></div><div class="rd__b rd__b--2" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esses três cochos para cavalos estão muito apodrecidos e desmoronam se forem manuseados ou empurrados.</span></span></p></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="37" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">S12c. Galpões</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p150</span></span></span></span></span></h3></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Cada um desses galpões está equipado com um cadeado de ferro. </span></span><span style="font-size: medium;"><a data-vet-hash="clovin%20belview_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#clovin%20belview_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Clovin Belview</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ( </span></span><a data-vet-entry="{"type":"entries","name":"S17. Loft and Belfry","page":152,"id":"50b","entries":["Anyone on the curtain wall ({@area area S18|512|x}) who listens at this room's door hear the soft tones of a stringed instrument.",{"type":"insetReadaloud","id":"50c","entries":["The wooden stairs climb twenty feet to a loft with a pitched roof and a door in the center of the south wall. Unlit lanterns hang from the rafters, and a rope dangles from a bronze bell lodged in the belfry thirty feet overhead. The room is filled with the sound of beautiful music—a melody so enchanting that it adds a bit of much-needed warmth to the otherwise freezing room.","A black shroud covers a humanoid shape lying on a wooden table. The music does nothing to stir it.","A cot heaped with furs rests in the northeast corner, surrounded by empty wine bottles. An oil lamp burns atop a table nearby, silhouetting a squat creature that has two heads. It sits on the edge of the cot with a viol between its legs. With a crustacean, clawlike appendage, it grasps the neck of the instrument while running a bow gently across its strings with its human hand."]},"This loft is where {@creature the Abbot|CoS} creates his flesh golems. Needles, thread, saws, and other tools lie on a small table in the northwest corner.","If anyone rings the bell, a cacophony erupts from the courtyard and the east wing as the mongrelfolk cry out, \"Food!\" The cries last until the creatures are fed.",{"type":"image","href":{"type":"internal","path":"adventure/CoS/092-cos08-07.webp"},"title":"{@creature Clovin Belview|CoS}","width":871,"height":1000},"{@creature Clovin Belview|CoS}, {@creature the Abbot|CoS}'s manservant, a two-headed neutral evil {@creature mongrelfolk|CoS} (see {@area appendix D|799|x}), resides here. He plays the viol beautifully when he is drunk, and the music help puts his half-formed head to sleep. Hidden under the furs of his cot are three bottles of Purple Grapemash No. 3. Several empty wine bottles are strewn about the floor around the cot.",{"type":"entries","name":"Roleplaying Clovin","page":153,"id":"50d","entries":["Clovin stands 4 feet, 7 inches tall and has a barrel-like shape. His right head is fully formed and combines the features of a patchy-haired man with those of a goat, complete with stubby horns. His left head is about half normal size and has a soft, cherubic face partly covered with crocodilian hide. Clovin has a crab's pincer in place of his left hand and a bear's paw where his right foot should be. He wears an ill-fitting monk's robe with a belt made of hempen rope.","Clovin is {@creature the Abbot|CoS}'s faithful martinet, but he is despised by the other mongrelfolk, who accuse him of hoarding food and slowly starving them to death. He would let them starve, but {@creature the Abbot|CoS} has forbidden it.","Clovin has the Two-Headed feature (see the {@creature mongrelfolk|CoS} stat block in {@area appendix D|799|x}). His madness is embodied in the following statement: \"Being drunk keeps me sane.\" He is drunk most of the time, but not to the extent that it impedes his combat ability, and his musical performance improves when he is inebriated.","The larger head does all the talking. The smaller head has a forked snake's tongue and can't do anything except hiss and make other horrible sounds."]},{"type":"entries","name":"Teleport Destination","page":153,"id":"50e","entries":["Characters who teleport to this location from {@area area K78|297|x} in Castle Ravenloft arrive at the point marked T on the map."]},{"type":"entries","name":"Thing on the Table","page":154,"id":"50f","entries":["If the characters lift the black shroud covering the larger table, read:",{"type":"insetReadaloud","id":"510","entries":["Beneath the shroud lies a creature made of stitched-together body parts. You recognize some of these parts as your own!"]},"The creature on the table appears to be made from the body parts of the characters, which, of course, cannot be. Strahd's will is playing a trick on them. If a character touches the horrid creature, its true appearance is revealed:",{"type":"insetReadaloud","id":"511","entries":["Your eyes play tricks, for what truly lies atop the table are chopped-up body parts, all of them taken from cold, gray, lifeless women, all of them waiting to be stitched together into something horrid."]},"The body parts were plundered from graves in Krezk. They are leftovers—pieces {@creature the Abbot|CoS} didn't use in the creation of Strahd's bride (see {@area area S13|4ec|x})."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,9,s17.%20loft%20and%20belfry,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área S17</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) carrega as chaves dessas fechaduras.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se os personagens abrirem um galpão, leia:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--2" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Este
galpão guarda os restos de vários galinheiros. Acorrentado à parede dos
fundos está um humanóide miserável com deformidades bestiais.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Existem nove desses galpões, cada um contendo um </span></span><span style="font-size: medium;"><a data-vet-hash="mongrelfolk_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#mongrelfolk_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">vira-lata</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> que uiva ou choraminga (ver </span></span><a data-vet-entry="{"type":"entries","name":"Mongrelfolk","page":234,"id":"799","entries":["{@creature Mongrelfolk|CoS} are humanoids that have undergone, or whose ancestors underwent, horrific magical transformations, to the extent that they retain only a fraction of their original being. Their humanoid bodies incorporate the features of various beasts. For example, one mongrelfolk might have the basic body shape of a dwarf with a head that combines the features of a cat and a lizard, one arm that ends in a crab's pincer, and one leg that ends in a cloven hoof. Another might have the skin and horns of a cow, the eyes of a spider, frog's legs, and a scaly lizard's tail. Each mongrelfolk's mad combination of humanoid and animal forms results in its having a slow, awkward gait.",{"type":"entries","id":"79a","entries":[{"type":"entries","name":"Sound Mimicry","page":234,"id":"79b","entries":["Mongrelfolk have misshapen mouths and vocal cords. They speak fragmented Common mixed with various animal cries and nonsense. They can effectively imitate sounds made by beasts and humanoids that they've heard. Mongrelfolk aren't sophisticated enough to use these sounds as a covert form of communication, but they can use the sounds to lure enemies into a trap or otherwise distract them."]},{"type":"entries","name":"Outcasts","page":234,"id":"79c","entries":["Mongrelfolk are seldom welcome in other humanoid societies, where they are abused, enslaved, or shunned. They typically live on the fringes of civilization in ruins, deserted buildings, or other places that other humanoid races once lived in or built. They tend to be timid and skittish outside their homes and fiercely territorial within their lairs."]},{"type":"entries","name":"Camouflage Experts","page":234,"id":"79d","entries":["Mongrelfolk often hide their deformities under cloaks and cowls. In this way, they can sometimes pass as stout humans or thin dwarves. They are fond of camouflage, attaching leaves and twigs to their cloaks, making brown paint to cover their skin, and weaving grass nets under which they can hide. They use such camouflage while hunting in the wild or while standing guard outside their lairs. Until it is seen, a camouflaged mongrelfolk has advantage on {@skill Stealth} checks made to hide."]},{"type":"entries","name":"Horrific Offspring","page":234,"id":"79e","entries":["It's possible to restore a mongrelfolk to its original form using a {@spell greater restoration} spell, but the same can't be said for a mongrelfolk's offspring. Only mongrelfolk that are made by magic can be restored to their original forms. Mongrelfolk that are born are true mongrelfolk and not the subjects of a spell or an effect that can be undone.","Mongrelfolk can breed with other humanoids, but nearly all children born to such parents are mongrelfolk. (About one child in every hundred is born looking like its non-mongrelfolk parent.)",{"type":"image","href":{"type":"internal","path":"adventure/CoS/148-636985373100391611.webp"},"title":"{@creature Mongrelfolk|CoS}","width":300,"height":384}]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,21,mongrelfolk,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">apêndice D</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="38" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">S12d. Postagens de amarração</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p150</span></span></span></span></span></h3></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Anéis de ferro aparafusados a esses postes de madeira já foram usados para proteger cavalos. Acorrentado a um poste está um </span></span><span style="font-size: medium;"><a data-vet-hash="mongrelfolk_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#mongrelfolk_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">mestiço</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> caótico e neutro (ver </span></span><a data-vet-entry="{"type":"entries","name":"Mongrelfolk","page":234,"id":"799","entries":["{@creature Mongrelfolk|CoS} are humanoids that have undergone, or whose ancestors underwent, horrific magical transformations, to the extent that they retain only a fraction of their original being. Their humanoid bodies incorporate the features of various beasts. For example, one mongrelfolk might have the basic body shape of a dwarf with a head that combines the features of a cat and a lizard, one arm that ends in a crab's pincer, and one leg that ends in a cloven hoof. Another might have the skin and horns of a cow, the eyes of a spider, frog's legs, and a scaly lizard's tail. Each mongrelfolk's mad combination of humanoid and animal forms results in its having a slow, awkward gait.",{"type":"entries","id":"79a","entries":[{"type":"entries","name":"Sound Mimicry","page":234,"id":"79b","entries":["Mongrelfolk have misshapen mouths and vocal cords. They speak fragmented Common mixed with various animal cries and nonsense. They can effectively imitate sounds made by beasts and humanoids that they've heard. Mongrelfolk aren't sophisticated enough to use these sounds as a covert form of communication, but they can use the sounds to lure enemies into a trap or otherwise distract them."]},{"type":"entries","name":"Outcasts","page":234,"id":"79c","entries":["Mongrelfolk are seldom welcome in other humanoid societies, where they are abused, enslaved, or shunned. They typically live on the fringes of civilization in ruins, deserted buildings, or other places that other humanoid races once lived in or built. They tend to be timid and skittish outside their homes and fiercely territorial within their lairs."]},{"type":"entries","name":"Camouflage Experts","page":234,"id":"79d","entries":["Mongrelfolk often hide their deformities under cloaks and cowls. In this way, they can sometimes pass as stout humans or thin dwarves. They are fond of camouflage, attaching leaves and twigs to their cloaks, making brown paint to cover their skin, and weaving grass nets under which they can hide. They use such camouflage while hunting in the wild or while standing guard outside their lairs. Until it is seen, a camouflaged mongrelfolk has advantage on {@skill Stealth} checks made to hide."]},{"type":"entries","name":"Horrific Offspring","page":234,"id":"79e","entries":["It's possible to restore a mongrelfolk to its original form using a {@spell greater restoration} spell, but the same can't be said for a mongrelfolk's offspring. Only mongrelfolk that are made by magic can be restored to their original forms. Mongrelfolk that are born are true mongrelfolk and not the subjects of a spell or an effect that can be undone.","Mongrelfolk can breed with other humanoids, but nearly all children born to such parents are mongrelfolk. (About one child in every hundred is born looking like its non-mongrelfolk parent.)",{"type":"image","href":{"type":"internal","path":"adventure/CoS/148-636985373100391611.webp"},"title":"{@creature Mongrelfolk|CoS}","width":300,"height":384}]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,21,mongrelfolk,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">apêndice D</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) chamado </span></span><a data-vet-hash="marzena%20belview_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#marzena%20belview_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Marzena Belview</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , a irmã mais velha de </span></span><a data-vet-hash="mishka%20belview_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#mishka%20belview_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Mishka Belview</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (ver </span></span><a data-vet-entry="{"type":"entries","name":"S12a. Well","page":150,"id":"4e3","entries":["The well is 80 feet deep. Hiding 20 feet down is a chaotic evil {@creature mongrelfolk|CoS} (see {@area appendix D|799|x}) named {@creature Mishka Belview|CoS}. He clings to the wall of the shaft and scuttles up to attack anyone who shines a light down on him.",{"type":"entries","name":"Mishka Belview","page":150,"id":"4e4","entries":["Mishka stands 5 feet tall and has a wiry, spindly build. He has three red spider eyes on the right side of his face, while the left side appears human. He has a frog's foot in place of his left hand and a taloned crow's foot where his right foot should be.","He has the Spider Climb feature (see the {@creature mongrelfolk|CoS} stat block in {@area appendix D|799|x}). In his madness, he's discovered he enjoys killing people."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":1}" href="https://5e.tools/adventure.html#cos,9,s12a.%20well,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área S12a</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se os personagens se aproximarem de Marzena, leia:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
criatura acorrentada ao poste bate suas asas de couro e alça voo, mas
não vai muito longe antes que suas correntes fiquem esticadas. Ela se
agita loucamente, gritando bobagens.</span></span></p></div><p><span style="font-size: medium;"><a data-vet-hash="marzena%20belview_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#marzena%20belview_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Marzena Belview</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> é arisco e tem medo de tudo e de todos, exceto de </span></span><a data-vet-hash="clovin%20belview_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#clovin%20belview_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Clovin Belview</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ( </span></span><a data-vet-entry="{"type":"entries","name":"S17. Loft and Belfry","page":152,"id":"50b","entries":["Anyone on the curtain wall ({@area area S18|512|x}) who listens at this room's door hear the soft tones of a stringed instrument.",{"type":"insetReadaloud","id":"50c","entries":["The wooden stairs climb twenty feet to a loft with a pitched roof and a door in the center of the south wall. Unlit lanterns hang from the rafters, and a rope dangles from a bronze bell lodged in the belfry thirty feet overhead. The room is filled with the sound of beautiful music—a melody so enchanting that it adds a bit of much-needed warmth to the otherwise freezing room.","A black shroud covers a humanoid shape lying on a wooden table. The music does nothing to stir it.","A cot heaped with furs rests in the northeast corner, surrounded by empty wine bottles. An oil lamp burns atop a table nearby, silhouetting a squat creature that has two heads. It sits on the edge of the cot with a viol between its legs. With a crustacean, clawlike appendage, it grasps the neck of the instrument while running a bow gently across its strings with its human hand."]},"This loft is where {@creature the Abbot|CoS} creates his flesh golems. Needles, thread, saws, and other tools lie on a small table in the northwest corner.","If anyone rings the bell, a cacophony erupts from the courtyard and the east wing as the mongrelfolk cry out, \"Food!\" The cries last until the creatures are fed.",{"type":"image","href":{"type":"internal","path":"adventure/CoS/092-cos08-07.webp"},"title":"{@creature Clovin Belview|CoS}","width":871,"height":1000},"{@creature Clovin Belview|CoS}, {@creature the Abbot|CoS}'s manservant, a two-headed neutral evil {@creature mongrelfolk|CoS} (see {@area appendix D|799|x}), resides here. He plays the viol beautifully when he is drunk, and the music help puts his half-formed head to sleep. Hidden under the furs of his cot are three bottles of Purple Grapemash No. 3. Several empty wine bottles are strewn about the floor around the cot.",{"type":"entries","name":"Roleplaying Clovin","page":153,"id":"50d","entries":["Clovin stands 4 feet, 7 inches tall and has a barrel-like shape. His right head is fully formed and combines the features of a patchy-haired man with those of a goat, complete with stubby horns. His left head is about half normal size and has a soft, cherubic face partly covered with crocodilian hide. Clovin has a crab's pincer in place of his left hand and a bear's paw where his right foot should be. He wears an ill-fitting monk's robe with a belt made of hempen rope.","Clovin is {@creature the Abbot|CoS}'s faithful martinet, but he is despised by the other mongrelfolk, who accuse him of hoarding food and slowly starving them to death. He would let them starve, but {@creature the Abbot|CoS} has forbidden it.","Clovin has the Two-Headed feature (see the {@creature mongrelfolk|CoS} stat block in {@area appendix D|799|x}). His madness is embodied in the following statement: \"Being drunk keeps me sane.\" He is drunk most of the time, but not to the extent that it impedes his combat ability, and his musical performance improves when he is inebriated.","The larger head does all the talking. The smaller head has a forked snake's tongue and can't do anything except hiss and make other horrible sounds."]},{"type":"entries","name":"Teleport Destination","page":153,"id":"50e","entries":["Characters who teleport to this location from {@area area K78|297|x} in Castle Ravenloft arrive at the point marked T on the map."]},{"type":"entries","name":"Thing on the Table","page":154,"id":"50f","entries":["If the characters lift the black shroud covering the larger table, read:",{"type":"insetReadaloud","id":"510","entries":["Beneath the shroud lies a creature made of stitched-together body parts. You recognize some of these parts as your own!"]},"The creature on the table appears to be made from the body parts of the characters, which, of course, cannot be. Strahd's will is playing a trick on them. If a character touches the horrid creature, its true appearance is revealed:",{"type":"insetReadaloud","id":"511","entries":["Your eyes play tricks, for what truly lies atop the table are chopped-up body parts, all of them taken from cold, gray, lifeless women, all of them waiting to be stitched together into something horrid."]},"The body parts were plundered from graves in Krezk. They are leftovers—pieces {@creature the Abbot|CoS} didn't use in the creation of Strahd's bride (see {@area area S13|4ec|x})."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,9,s17.%20loft%20and%20belfry,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área S17</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ), a quem ela permite chegar perto o suficiente para alimentá-la.</span></span></span></p><div class="rd__b rd__b--3"><span style="font-size: medium;"><span class="rd__h rd__h--3" data-title-index="39" data-title-relative-index="0"> <span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Marzena Belview.</span></span></span></span></span> <p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Marzena
tem 4 pés e 5 polegadas de altura e uma postura curvada. Cabelo preto
longo e pegajoso esconde grande parte de seu rosto, mas claramente
visíveis estão as mandíbulas e os dentes da aranha que substituem sua
boca humana. Ela tem braços e asas de morcego, além de um casco fendido
no lugar do pé direito. Ela não permite que ninguém chegue perto o
suficiente para desfazer suas algemas, mas se suas amarras forem
destravadas magicamente ou se suas correntes forem quebradas de alguma
forma, ela voa para longe e nunca mais retorna.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Marzena tem o recurso Flight (veja o </span><span style="vertical-align: inherit;">bloco de estatísticas </span></span><span style="font-size: medium;"><a data-vet-hash="mongrelfolk_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#mongrelfolk_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">mestiço no </span></span></a><a data-vet-entry="{"type":"entries","name":"Mongrelfolk","page":234,"id":"799","entries":["{@creature Mongrelfolk|CoS} are humanoids that have undergone, or whose ancestors underwent, horrific magical transformations, to the extent that they retain only a fraction of their original being. Their humanoid bodies incorporate the features of various beasts. For example, one mongrelfolk might have the basic body shape of a dwarf with a head that combines the features of a cat and a lizard, one arm that ends in a crab's pincer, and one leg that ends in a cloven hoof. Another might have the skin and horns of a cow, the eyes of a spider, frog's legs, and a scaly lizard's tail. Each mongrelfolk's mad combination of humanoid and animal forms results in its having a slow, awkward gait.",{"type":"entries","id":"79a","entries":[{"type":"entries","name":"Sound Mimicry","page":234,"id":"79b","entries":["Mongrelfolk have misshapen mouths and vocal cords. They speak fragmented Common mixed with various animal cries and nonsense. They can effectively imitate sounds made by beasts and humanoids that they've heard. Mongrelfolk aren't sophisticated enough to use these sounds as a covert form of communication, but they can use the sounds to lure enemies into a trap or otherwise distract them."]},{"type":"entries","name":"Outcasts","page":234,"id":"79c","entries":["Mongrelfolk are seldom welcome in other humanoid societies, where they are abused, enslaved, or shunned. They typically live on the fringes of civilization in ruins, deserted buildings, or other places that other humanoid races once lived in or built. They tend to be timid and skittish outside their homes and fiercely territorial within their lairs."]},{"type":"entries","name":"Camouflage Experts","page":234,"id":"79d","entries":["Mongrelfolk often hide their deformities under cloaks and cowls. In this way, they can sometimes pass as stout humans or thin dwarves. They are fond of camouflage, attaching leaves and twigs to their cloaks, making brown paint to cover their skin, and weaving grass nets under which they can hide. They use such camouflage while hunting in the wild or while standing guard outside their lairs. Until it is seen, a camouflaged mongrelfolk has advantage on {@skill Stealth} checks made to hide."]},{"type":"entries","name":"Horrific Offspring","page":234,"id":"79e","entries":["It's possible to restore a mongrelfolk to its original form using a {@spell greater restoration} spell, but the same can't be said for a mongrelfolk's offspring. Only mongrelfolk that are made by magic can be restored to their original forms. Mongrelfolk that are born are true mongrelfolk and not the subjects of a spell or an effect that can be undone.","Mongrelfolk can breed with other humanoids, but nearly all children born to such parents are mongrelfolk. (About one child in every hundred is born looking like its non-mongrelfolk parent.)",{"type":"image","href":{"type":"internal","path":"adventure/CoS/148-636985373100391611.webp"},"title":"{@creature Mongrelfolk|CoS}","width":300,"height":384}]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,21,mongrelfolk,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">apêndice D</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
). Sua loucura é personificada na seguinte declaração: "Estou
convencida de que inimigos poderosos estão me caçando, e seus agentes
estão onde quer que eu vá. Tenho certeza de que eles estão me observando
o tempo todo."</span></span></span></p></div></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="40" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">S13. Salão Principal</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p150</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma música suave escorre de cima, tocada em um único instrumento de cordas por algum mestre invisível.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
andar térreo é uma grande sala de quinze metros quadrados com janelas
de vidro em arco e chumbo. Um caldeirão fica sobre uma prateleira de
ferro acima do fogo da lareira, enquanto acima da cornija da lareira
está pendurado um disco dourado gravado com o símbolo do sol. Num canto,
uma escada de madeira sobe ao nível superior, enquanto no outro canto
uma escada de pedra desce para a escuridão.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Várias
cadeiras cercam uma mesa de madeira que se estende por quase toda a
sala. Louças de madeira e candelabros de ouro estão cuidadosamente
arrumados sobre a mesa, atrás da qual está uma jovem com pele de
alabastro vestida com um vestido vermelho rasgado e sujo. Seu cabelo
ruivo está bem preso para não tocar seus ombros macios. Ela parece
perdida em seus próprios pensamentos.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium;"><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">O Abade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> normalmente está aqui. Se ele estiver aqui, adicione:</span></span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um
belo jovem com uma túnica marrom de monge gentilmente segura a mulher
pela mão. Um símbolo sagrado de madeira pintado que representa o sol
está pendurado em uma corrente em volta do pescoço. Ele se move com a
graça de um santo.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium;"><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">O Abade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> é um </span></span><a data-vet-hash="deva_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#deva_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">deva</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> disfarçado (veja </span></span><a data-vet-entry="{"type":"entries","name":"The Abbot","page":225,"id":"745","entries":["No creature in Barovia is older than the master of the Abbey of Saint Markovia in Krezk. This nameless holy figure, whom others call {@creature the Abbot|CoS}, was drawn to the abbey after Saint Markovia died by Strahd's hand. He sought to restore the abbey after it fell to corruption, but was himself corrupted.",{"type":"entries","id":"746","entries":[{"type":"entries","name":"Angel in Disguise","page":225,"id":"747","entries":["{@creature The Abbot|CoS} is a deva that has lived for millennia. He typically assumes the form of a strikingly handsome human priest in his late twenties or early thirties. More than a hundred years ago, the deva was sent from the Upper Planes to honor the legacy of Saint Markovia. He reopened the abbey and began tending to the physically and mentally ill. In so doing, he hoped to bring some much-needed light to Barovia. His efforts worked for a while, but then the Dark Powers began to corrupt him."]},{"type":"entries","name":"Imperfections","page":225,"id":"748","entries":["{@creature The Abbot|CoS}'s fall from grace started when the Belviews—a family of sickly, inbred lepers—came to the abbey seeking salvation. The deva rid them of their diseases, an act for which they were eternally grateful, but could not cure them of certain human defects that had been present since birth. {@creature The Abbot|CoS} became consumed with a prideful, obsessive desire to rid the poor Belviews of their lingering imperfections. The Belview family, however, had strange ideas of what it meant to be perfect. They didn't want to be ordinary humans. They wanted the eyes of a cat, wings to fly like a bat, the strength of a mule, and the guile of a snake. In short, they craved bestial traits, and {@creature the Abbot|CoS}, taking pity on them, yielded to their mad desires."]},{"type":"entries","name":"Enter Vasili von Holtz","page":225,"id":"749","entries":["{@creature The Abbot|CoS}'s early experiments proved fatal to their subjects, but the Belviews insisted that he keep trying. One day, a Barovian lord named Vasili von Holtz visited the abbey. {@creature The Abbot|CoS} knew at once that the man was evil, but von Holtz stressed that he only wanted to help. He furnished {@creature the Abbot|CoS} with forbidden lore plucked from the Amber Temple ({@adventure chapter 13|CoS|14}), then helped {@creature the Abbot|CoS} transform the Belviews into mongrelfolk—maniacal humans with bestial deformities and traits. The Belviews were happy, albeit insane. Only then did von Holtz reveal himself to be {@creature Strahd von Zarovich|CoS}. Somehow the deva realized that any attempt to slay Strahd would be futile—that the ancient curse upon the land meant that the vampire could never truly die, at least not in Barovia."]},{"type":"entries","name":"Bride of Strahd","page":225,"id":"74a","entries":["Strahd confided in {@creature the Abbot|CoS}, lamenting his curse and telling the deva that he wished nothing more than to escape Barovia. His performance garnered the deva's sympathy, and {@creature the Abbot|CoS}, playing into Strahd's hands, set for himself the goal of finding a cure for Strahd's \"malady.\" {@creature The Abbot|CoS} is now convinced that the cure lies in reuniting Strahd with his lost love and, in so doing, ending Barovia's curse. {@creature The Abbot|CoS} has recently completed work on a flesh golem bride made from the body parts of dead women. While the Belviews languish in the abbey's madhouse, {@creature the Abbot|CoS} is giving his creation lessons in etiquette and ladylike conduct so that \"she\" can be formally presented to Strahd and win his love.","Strahd has no interest in a flesh golem bride, but he enjoys corrupting this once angelic being and driving {@creature the Abbot|CoS} to commit further acts of depravity."]},{"type":"entries","name":"Statistics","page":225,"id":"74b","entries":["Use the {@creature deva} stat block in the {@book Monster Manual|MM}, but change {@creature The Abbot|CoS|the Abbot's} alignment to lawful evil."]}]},{"type":"entries","name":"The Abbot's Traits","page":225,"id":"74c","entries":[{"type":"entries","name":"Ideal","page":225,"id":"74d","entries":["\"I want to rid Barovia of its sickness. By giving the devil his heart's desire, I bring salvation to him and his land.\""]},{"type":"entries","name":"Bond","page":225,"id":"74e","entries":["\"I love the creatures I create, including my beautiful golems and mongrelfolk.\""]},{"type":"entries","name":"Flaw","page":225,"id":"74f","entries":["\"I can't be corrupted. My heart is pure, my intentions noble and good.\""]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,21,the%20abbot,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o apêndice D</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , bem como “ </span></span><a data-vet-entry="{"type":"entries","name":"Something Old","page":155,"id":"525","entries":["This event can occur if the characters don't or can't raise the burgomaster's son, Ilya, from the dead.","If alive, {@creature the Abbot|CoS} learns that Ilya died recently and, in his human guise, visits the burgomaster's cottage. If one or more characters are staying there, they hear a knock at the door. Without bothering to introduce himself, {@creature the Abbot|CoS} tells the burgomaster and his wife that he wants to raise their son from the dead. He claims that the \"gods of light\" want the Krezkov bloodline restored.","The characters can try to interfere in the raising of Ilya Krezkov. Otherwise, the burgomaster digs up his son's corpse. Without needing the requisite material components, {@creature the Abbot|CoS} casts a {@spell raise dead}, returning Ilya to life with 1 hit point. Anna Krezkova praises {@creature the Abbot|CoS} and Saint Markovia for this generous act before tending to her son. The burgomaster, his grief dispelled, fears that he has misjudged {@creature the Abbot|CoS} and has no way to repay him for this supreme act of kindness.",{"type":"entries","name":"Development","page":155,"id":"526","entries":["Ilya Krezkov returns to life with a random form of indefinite madness (see \"{@book Madness Effects|DMG|8|Madness}\" in chapter 8, \"Running the Game,\" of the {@book Dungeon Master's Guide|DMG}). {@creature The Abbot|CoS} uses the raising of Ilya as leverage to get the burgomaster to undertake an unusual quest (see \"Something Borrowed\" below)."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,9,something%20old,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Algo Antigo</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
” na seção “Eventos Especiais” no final deste capítulo). Ele usa um
símbolo sagrado do Morninglord em volta do pescoço. A mulher de vestido
vermelho esfarrapado é </span></span><a data-vet-hash="vasilka_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#vasilka_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Vasilka</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , um </span></span><a data-vet-hash="flesh%20golem_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#flesh%20golem_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">golem de carne</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> que foi primorosamente montado para servir como noiva de Strahd. Personagens a até 1,5 metro de </span></span><a data-vet-hash="vasilka_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#vasilka_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Vasilka</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
podem ver as costuras em sua pele empoada, onde diferentes partes do
corpo roubadas dos túmulos de Krezkite foram cuidadosamente costuradas.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">O Abade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> está ensinando </span></span><a data-vet-hash="vasilka_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#vasilka_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">a Vasilka</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> os detalhes da etiqueta. Ele também pretende ensiná-la a dançar. </span></span><a data-vet-hash="vasilka_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#vasilka_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Vasilka</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
obedece a todos os seus comandos. Ela não consegue falar, mas solta um
grito profano se for ferida. Se ficar furiosa, ela luta até que </span></span><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o Abade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
reafirme o controle ou até que seja destruída. Ela tem a força
sobrenatural de um típico golem de carne, apesar de seu tamanho menor.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">O Abade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
não deseja prejudicar os personagens. Ele sabe que Strahd os trouxe
para a Baróvia por um motivo e não quer frustrar os planos de Strahd
para eles. Seu comportamento calmo e agradável muda se eles se tornarem
hostis ou ameaçarem </span></span><a data-vet-hash="vasilka_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#vasilka_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Vasilka</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . Ele tira seu disfarce e assume sua verdadeira forma angelical, esperando que essa visão seja suficiente para fazê-los recuar.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">O Abade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> gostaria de encontrar um vestido de noiva adequado para </span></span><a data-vet-hash="vasilka_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#vasilka_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Vasilka</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
. Se os personagens parecerem amigáveis, ele pede ajuda para localizar
um deles. Em troca, ele oferece sua magia, concordando em lançar </span></span><a data-vet-hash="raise%20dead_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#raise%20dead_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">ressuscitar os mortos</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
até três vezes em nome deles, ou dar a cada um deles o benefício de seu
toque de cura. Se eles se recusarem a ajudar ou se comportarem de
maneira rude, ele ordena que deixem a abadia imediatamente, atacando-os
se recusarem e fazendo o máximo para manter </span></span><a data-vet-hash="vasilka_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#vasilka_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Vasilka</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> segura.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A música vem do andar de cima ( </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"S17. Loft and Belfry","page":152,"id":"50b","entries":["Anyone on the curtain wall ({@area area S18|512|x}) who listens at this room's door hear the soft tones of a stringed instrument.",{"type":"insetReadaloud","id":"50c","entries":["The wooden stairs climb twenty feet to a loft with a pitched roof and a door in the center of the south wall. Unlit lanterns hang from the rafters, and a rope dangles from a bronze bell lodged in the belfry thirty feet overhead. The room is filled with the sound of beautiful music—a melody so enchanting that it adds a bit of much-needed warmth to the otherwise freezing room.","A black shroud covers a humanoid shape lying on a wooden table. The music does nothing to stir it.","A cot heaped with furs rests in the northeast corner, surrounded by empty wine bottles. An oil lamp burns atop a table nearby, silhouetting a squat creature that has two heads. It sits on the edge of the cot with a viol between its legs. With a crustacean, clawlike appendage, it grasps the neck of the instrument while running a bow gently across its strings with its human hand."]},"This loft is where {@creature the Abbot|CoS} creates his flesh golems. Needles, thread, saws, and other tools lie on a small table in the northwest corner.","If anyone rings the bell, a cacophony erupts from the courtyard and the east wing as the mongrelfolk cry out, \"Food!\" The cries last until the creatures are fed.",{"type":"image","href":{"type":"internal","path":"adventure/CoS/092-cos08-07.webp"},"title":"{@creature Clovin Belview|CoS}","width":871,"height":1000},"{@creature Clovin Belview|CoS}, {@creature the Abbot|CoS}'s manservant, a two-headed neutral evil {@creature mongrelfolk|CoS} (see {@area appendix D|799|x}), resides here. He plays the viol beautifully when he is drunk, and the music help puts his half-formed head to sleep. Hidden under the furs of his cot are three bottles of Purple Grapemash No. 3. Several empty wine bottles are strewn about the floor around the cot.",{"type":"entries","name":"Roleplaying Clovin","page":153,"id":"50d","entries":["Clovin stands 4 feet, 7 inches tall and has a barrel-like shape. His right head is fully formed and combines the features of a patchy-haired man with those of a goat, complete with stubby horns. His left head is about half normal size and has a soft, cherubic face partly covered with crocodilian hide. Clovin has a crab's pincer in place of his left hand and a bear's paw where his right foot should be. He wears an ill-fitting monk's robe with a belt made of hempen rope.","Clovin is {@creature the Abbot|CoS}'s faithful martinet, but he is despised by the other mongrelfolk, who accuse him of hoarding food and slowly starving them to death. He would let them starve, but {@creature the Abbot|CoS} has forbidden it.","Clovin has the Two-Headed feature (see the {@creature mongrelfolk|CoS} stat block in {@area appendix D|799|x}). His madness is embodied in the following statement: \"Being drunk keeps me sane.\" He is drunk most of the time, but not to the extent that it impedes his combat ability, and his musical performance improves when he is inebriated.","The larger head does all the talking. The smaller head has a forked snake's tongue and can't do anything except hiss and make other horrible sounds."]},{"type":"entries","name":"Teleport Destination","page":153,"id":"50e","entries":["Characters who teleport to this location from {@area area K78|297|x} in Castle Ravenloft arrive at the point marked T on the map."]},{"type":"entries","name":"Thing on the Table","page":154,"id":"50f","entries":["If the characters lift the black shroud covering the larger table, read:",{"type":"insetReadaloud","id":"510","entries":["Beneath the shroud lies a creature made of stitched-together body parts. You recognize some of these parts as your own!"]},"The creature on the table appears to be made from the body parts of the characters, which, of course, cannot be. Strahd's will is playing a trick on them. If a character touches the horrid creature, its true appearance is revealed:",{"type":"insetReadaloud","id":"511","entries":["Your eyes play tricks, for what truly lies atop the table are chopped-up body parts, all of them taken from cold, gray, lifeless women, all of them waiting to be stitched together into something horrid."]},"The body parts were plundered from graves in Krezk. They are leftovers—pieces {@creature the Abbot|CoS} didn't use in the creation of Strahd's bride (see {@area area S13|4ec|x})."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,9,s17.%20loft%20and%20belfry,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área S17</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ). A escadaria de pedra desce até à adega ( </span></span><a data-vet-entry="{"type":"entries","name":"S16. Wine Cellar","page":152,"id":"508","entries":[{"type":"insetReadaloud","id":"509","entries":["The stone steps descend twenty feet to a cellar that contains ten barrels of wine and an L-shaped wooden rack packed with wine bottles."]},"The barrels in the center of the room are empty. The wine names are emblazoned on the barrels, as is the winery's name: the Wizard of Wines. The barrels against the east wall contain Purple Grapemash No. 3, a cheap wine. The four barrels against the south wall contain Red Dragon Crush, a fine wine.","The wine racks contain thirty-three bottles of Purple Grapemash No. 3 and twenty-four bottles of Red Dragon Crush.",{"type":"entries","name":"Treasure","page":152,"id":"50a","entries":["Among the wine bottles on the rack is one with no stopper and a label that reads \"Champagne du le Stomp.\" It contains a rolled-up {@item spell scroll} of {@spell heroes' feast}."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,9,s16.%20wine%20cellar,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área S16</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ). As escadas de madeira sobem até ao sótão e campanário (zona S17).</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A panela de guisado na lareira contém vários galões de sopa quente de nabo e coelho, destinada aos mestiços presos nas </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"S12c. Chicken Sheds","page":150,"id":"4e6","entries":["Each of these sheds is fitted with an iron padlock. {@creature Clovin Belview|CoS} ({@area area S17|50b|x}) carries the keys to these locks.","If the characters open a shed, read:",{"type":"insetReadaloud","id":"4e7","entries":["This shed holds the shattered remains of several chicken coops. Shackled to the back wall is a wretched humanoid with bestial deformities."]},"There are nine of these sheds, each one containing a howling or mewling {@creature mongrelfolk|CoS} (see {@area appendix D|799|x})."]}" data-vet-opts="{"isLargeBookContent":true,"depth":1}" href="https://5e.tools/adventure.html#cos,9,s12c.%20chicken%20sheds,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">áreas S12c</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e </span></span><a data-vet-entry="{"type":"entries","name":"S15. Madhouse","page":151,"id":"4f4","entries":[{"type":"insetReadaloud","id":"4f5","entries":["This lightless corridor has multiple doors behind which lie creatures that shatter the quiet with their mad cackles and whispered curses. The stench is overpowering."]},"Before he set out to create a bride for Strahd, {@creature the Abbot|CoS} tried his hand at creating a more rudimentary golem. This creature paces the hall, tirelessly guarding the abbey's madhouse and making sure no mongrelfolk escape. When the characters first see the golem, read:",{"type":"insetReadaloud","id":"4f6","entries":["Even in the gloom, you can make out a monstrous shape lumbering down the hall. When the darkness can no longer hide its true nature, your eyes are treated to a terrifying, 7-foot-tall assemblage of human body parts."]},"This {@creature flesh golem} attacks anyone who isn't in the company of {@creature the Abbot|CoS} or {@creature Clovin Belview|CoS}.","None of the doors leading from the hall are locked. If the characters open any and look inside, they see that the rooms on each side of the hall are dimly lit by natural light that filters through dirty, shuttered windows. The door at the east end of the hall leads outside and can be pulled open to reveal the gardens ({@area area S9|4da|x}).","The sixty {@creature mongrelfolk|CoS} confined here are fed at irregular intervals by {@creature Clovin Belview|CoS}. Dinner is foretold by the ringing of the abbey bell ({@area area S17|50b|x}). These mongrelfolk aren't {@condition restrained}, but they refuse to leave their rooms for fear of being killed by the golem or cast out of the abbey and forced to fend for themselves. In addition to a dagger, each mongrelfolk has its own wooden soup bowl.",{"type":"entries","name":"S15a. Fearful Mongrelfolk","page":151,"id":"4f7","entries":[{"type":"insetReadaloud","id":"4f8","entries":["This room was once a shared bedchamber, but its furnishings have been destroyed. Three shrieking mongrels cower in the shadowy northwest corner. One of them cradles something shiny."]},"Three {@creature mongrelfolk|CoS} are confined here. One of them cradles a polished brass candlestick as if it was a doll. Any attempt to take it causes the mongrelfolk to attack."]},{"type":"entries","name":"S15b. Quarreling Mongrelfolk","page":152,"id":"4f9","entries":[{"type":"insetReadaloud","id":"4fa","entries":["Four mongrel creatures brawl amid the wreckage of this bedchamber while a fifth watches and cackles behind a life-sized, painted wooden statue of a saintly woman in robes."]},"Five {@creature mongrelfolk|CoS} are confined here. The four that are fighting aren't trying to kill each other, but they are trying to assert dominance. They stop fighting if a character separates them.","The statue is a little over 5 feet tall and carved from a single piece of wood. It depicts Saint Markovia. Close inspection reveals that it is covered with bite marks."]},{"type":"entries","name":"S15c. Incanting Mongrelfolk","page":152,"id":"4fb","entries":[{"type":"insetReadaloud","id":"4fc","entries":["Seven mongrels are seated in the middle of this room, forming a ring. They appear to be chanting a spell."]},"These seven {@creature mongrelfolk|CoS} are trying to cast a spell that will cause the abbey's bell to ring, so that dinner will be served. They are speaking nonmagical gibberish."]},{"type":"entries","name":"S15d. Hungry Mongrelfolk","page":152,"id":"4fd","entries":[{"type":"insetReadaloud","id":"4fe","entries":["Nine mongrel creatures stand in the middle of this room, staring at the doorway in silence with hungry looks in their eyes."]},"These nine {@creature mongrelfolk|CoS} haven't been fed in days because Clovin doesn't like them. They try to kill and devour any character who sets foot in the room."]},{"type":"entries","name":"S15e. Mongrelfolk Horde","page":152,"id":"4ff","entries":[{"type":"insetReadaloud","id":"500","entries":["This room is packed wall to wall with mongrels wallowing in their own filth. The floor is strewn with gnawed bones."]},"Sixteen screaming {@creature mongrelfolk|CoS} are confined here. The bones are all that remain of mongrelfolk who perished and were eaten. The survivors beg for food."]},{"type":"entries","name":"S15f. Singing and Dancing Mongrelfolk","page":152,"id":"501","entries":[{"type":"insetReadaloud","id":"502","entries":["Eight mongrels caper about the wreckage of this bedchamber while singing a rhyme. One of them holds up a glittering gold statuette as it leads this mad parade."]},"The eight {@creature mongrelfolk|CoS} sing the following rhyme:","{@i The devil dwells in his dark house,}","{@i Upon the misty pillar.}","{@i First he'll taste her sweet, sweet blood,}","{@i And then he'll have to kill her.}","They weep if their treasure is taken from them.",{"type":"entries","name":"Treasure","page":152,"id":"503","entries":["The golden statuette depicts Saint Markovia and is worth 250 gp. It grants any good-aligned creature that carries it a +1 bonus to saving throws."]}]},{"type":"entries","name":"S15g. Mongrelfolk Babies","page":152,"id":"504","entries":[{"type":"insetReadaloud","id":"505","entries":["Filthy mongrels cradle screaming young in the debris-strewn corners of this room while several more hoot, holler, roll on the floor, and whack each other with sticks."]},"This room contains ten {@creature mongrelfolk|CoS}, three of which are tending to noncombatant mongrelfolk babies."]},{"type":"entries","name":"S15h. Mongrelfolk Fort","page":152,"id":"506","entries":[{"type":"insetReadaloud","id":"507","entries":["This room contains a fort made out of piled bits of shattered furniture and torn draperies. From within the fort, you hear a mischievous cackle."]},"Two {@creature mongrelfolk|CoS} live in the \"fort\" but refuse to come out unless baited with food. While hidden under the wreckage, they have three-quarters cover."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,9,s15.%20madhouse,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">S15</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="41" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Interpretando o Abade</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p151</span></span></span></span></span></h3></div><div class="rd__b rd__b--2" style="text-align: justify;"><p><span style="font-size: medium;"><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">O Abade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
acredita que ele é justo. Ele lamenta ter transformado os Belviews em
mestiços horríveis e considera sua prisão necessária para conter sua
loucura. No que diz respeito à noiva de Strahd, ele acredita que ela é a
chave para libertar a terra da sua maldição. O louco Abade não pode ser
convencido do contrário.</span></span></span></p><p><span style="font-size: medium;"><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">O Abade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
compartilha suas crenças abertamente, alegando que suas decisões são
baseadas na orientação do Morninglord. Ele fará um tour pela abadia aos
visitantes se eles parecerem amigáveis, mas se tornará hostil se eles o
ameaçarem ou a seus protegidos.</span></span></span></p></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="42" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Tesouro</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p151</span></span></span></span></span></h3></div><div class="rd__b rd__b--2" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O disco solar dourado pendurado acima da lareira vale 750 po. Retirar o disco da parede revela um nicho que contém uma </span></span><span style="font-size: medium;"><a data-vet-hash="potion%20of%20superior%20healing_dmg" data-vet-page="items.html" data-vet-source="DMG" href="https://5e.tools/items.html#potion%20of%20superior%20healing_dmg"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">poção de cura (superior)</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> em um frasco de cristal e electrum (no valor de 250 po). Quatro candelabros de ouro (valendo 250 po cada) estão sobre a mesa.</span></span></span></p></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="43" data-title-relative-index="2"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Fortunas de Ravenloft</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p151</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se a leitura da sua carta revelar que um tesouro está aqui, ele está escondido no nicho junto com a poção.</span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="44" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">S14. Hall de entrada</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p151</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esta
sala costumava ser um escritório, como evidenciam os restos de uma
escrivaninha e de uma cadeira, ambas despedaçadas. Um corredor ao sul
leva a uma escada que sobe. Uma passagem escura ao leste está cheia de
sussurros não naturais, risadas loucas e odores bestiais.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As escadas levam até </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"S20. Upstairs Office","page":154,"id":"518","entries":[{"type":"insetReadaloud","id":"519","entries":["A wooden counter shaped like an L stands at the front of this spacious office. All the other furniture has rotted away, leaving heaps of moldy wood and faded cloth."]},"The wood of the counter is old, soft, and easily broken. Nothing of value remains here. If the characters haven't already cleared out the madhouse ({@area area S15|4f4|x}), they can hear the whoops, laughter, and screams of the mongrelfolk below. The clamor continues as they explore areas S21–S24 to the east."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,9,s20.%20upstairs%20office,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">a área S20</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se os personagens entrarem nesta área fazendo barulho ou carregando fontes de luz, o golem na </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"S15. Madhouse","page":151,"id":"4f4","entries":[{"type":"insetReadaloud","id":"4f5","entries":["This lightless corridor has multiple doors behind which lie creatures that shatter the quiet with their mad cackles and whispered curses. The stench is overpowering."]},"Before he set out to create a bride for Strahd, {@creature the Abbot|CoS} tried his hand at creating a more rudimentary golem. This creature paces the hall, tirelessly guarding the abbey's madhouse and making sure no mongrelfolk escape. When the characters first see the golem, read:",{"type":"insetReadaloud","id":"4f6","entries":["Even in the gloom, you can make out a monstrous shape lumbering down the hall. When the darkness can no longer hide its true nature, your eyes are treated to a terrifying, 7-foot-tall assemblage of human body parts."]},"This {@creature flesh golem} attacks anyone who isn't in the company of {@creature the Abbot|CoS} or {@creature Clovin Belview|CoS}.","None of the doors leading from the hall are locked. If the characters open any and look inside, they see that the rooms on each side of the hall are dimly lit by natural light that filters through dirty, shuttered windows. The door at the east end of the hall leads outside and can be pulled open to reveal the gardens ({@area area S9|4da|x}).","The sixty {@creature mongrelfolk|CoS} confined here are fed at irregular intervals by {@creature Clovin Belview|CoS}. Dinner is foretold by the ringing of the abbey bell ({@area area S17|50b|x}). These mongrelfolk aren't {@condition restrained}, but they refuse to leave their rooms for fear of being killed by the golem or cast out of the abbey and forced to fend for themselves. In addition to a dagger, each mongrelfolk has its own wooden soup bowl.",{"type":"entries","name":"S15a. Fearful Mongrelfolk","page":151,"id":"4f7","entries":[{"type":"insetReadaloud","id":"4f8","entries":["This room was once a shared bedchamber, but its furnishings have been destroyed. Three shrieking mongrels cower in the shadowy northwest corner. One of them cradles something shiny."]},"Three {@creature mongrelfolk|CoS} are confined here. One of them cradles a polished brass candlestick as if it was a doll. Any attempt to take it causes the mongrelfolk to attack."]},{"type":"entries","name":"S15b. Quarreling Mongrelfolk","page":152,"id":"4f9","entries":[{"type":"insetReadaloud","id":"4fa","entries":["Four mongrel creatures brawl amid the wreckage of this bedchamber while a fifth watches and cackles behind a life-sized, painted wooden statue of a saintly woman in robes."]},"Five {@creature mongrelfolk|CoS} are confined here. The four that are fighting aren't trying to kill each other, but they are trying to assert dominance. They stop fighting if a character separates them.","The statue is a little over 5 feet tall and carved from a single piece of wood. It depicts Saint Markovia. Close inspection reveals that it is covered with bite marks."]},{"type":"entries","name":"S15c. Incanting Mongrelfolk","page":152,"id":"4fb","entries":[{"type":"insetReadaloud","id":"4fc","entries":["Seven mongrels are seated in the middle of this room, forming a ring. They appear to be chanting a spell."]},"These seven {@creature mongrelfolk|CoS} are trying to cast a spell that will cause the abbey's bell to ring, so that dinner will be served. They are speaking nonmagical gibberish."]},{"type":"entries","name":"S15d. Hungry Mongrelfolk","page":152,"id":"4fd","entries":[{"type":"insetReadaloud","id":"4fe","entries":["Nine mongrel creatures stand in the middle of this room, staring at the doorway in silence with hungry looks in their eyes."]},"These nine {@creature mongrelfolk|CoS} haven't been fed in days because Clovin doesn't like them. They try to kill and devour any character who sets foot in the room."]},{"type":"entries","name":"S15e. Mongrelfolk Horde","page":152,"id":"4ff","entries":[{"type":"insetReadaloud","id":"500","entries":["This room is packed wall to wall with mongrels wallowing in their own filth. The floor is strewn with gnawed bones."]},"Sixteen screaming {@creature mongrelfolk|CoS} are confined here. The bones are all that remain of mongrelfolk who perished and were eaten. The survivors beg for food."]},{"type":"entries","name":"S15f. Singing and Dancing Mongrelfolk","page":152,"id":"501","entries":[{"type":"insetReadaloud","id":"502","entries":["Eight mongrels caper about the wreckage of this bedchamber while singing a rhyme. One of them holds up a glittering gold statuette as it leads this mad parade."]},"The eight {@creature mongrelfolk|CoS} sing the following rhyme:","{@i The devil dwells in his dark house,}","{@i Upon the misty pillar.}","{@i First he'll taste her sweet, sweet blood,}","{@i And then he'll have to kill her.}","They weep if their treasure is taken from them.",{"type":"entries","name":"Treasure","page":152,"id":"503","entries":["The golden statuette depicts Saint Markovia and is worth 250 gp. It grants any good-aligned creature that carries it a +1 bonus to saving throws."]}]},{"type":"entries","name":"S15g. Mongrelfolk Babies","page":152,"id":"504","entries":[{"type":"insetReadaloud","id":"505","entries":["Filthy mongrels cradle screaming young in the debris-strewn corners of this room while several more hoot, holler, roll on the floor, and whack each other with sticks."]},"This room contains ten {@creature mongrelfolk|CoS}, three of which are tending to noncombatant mongrelfolk babies."]},{"type":"entries","name":"S15h. Mongrelfolk Fort","page":152,"id":"506","entries":[{"type":"insetReadaloud","id":"507","entries":["This room contains a fort made out of piled bits of shattered furniture and torn draperies. From within the fort, you hear a mischievous cackle."]},"Two {@creature mongrelfolk|CoS} live in the \"fort\" but refuse to come out unless baited with food. While hidden under the wreckage, they have three-quarters cover."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,9,s15.%20madhouse,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área S15</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> será atraído até eles (a menos que já o tenham derrotado).</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="45" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">S15. Hospício</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p151</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Este
corredor sem luz tem múltiplas portas atrás das quais jazem criaturas
que quebram o silêncio com suas gargalhadas loucas e maldições
sussurradas. O fedor é insuportável.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Antes de começar a criar uma noiva para Strahd, </span></span><span style="font-size: medium;"><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o Abade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
tentou criar um golem mais rudimentar. Esta criatura anda pelo
corredor, guardando incansavelmente o hospício da abadia e garantindo
que nenhum mestiço escape. Quando os personagens virem o golem pela
primeira vez, leia:</span></span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Mesmo
na escuridão, você pode distinguir uma forma monstruosa caminhando
pesadamente pelo corredor. Quando a escuridão não consegue mais esconder
sua verdadeira natureza, seus olhos são presenteados com um terrível
conjunto de partes de corpos humanos de 2,10 metros de altura.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Este </span></span><span style="font-size: medium;"><a data-vet-hash="flesh%20golem_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#flesh%20golem_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">golem de carne</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ataca qualquer um que não esteja na companhia do </span></span><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Abade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ou </span></span><a data-vet-hash="clovin%20belview_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#clovin%20belview_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de Clovin Belview</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Nenhuma
das portas que dão acesso ao corredor está trancada. Se os personagens
abrirem algum e olharem para dentro, eles verão que os quartos de cada
lado do corredor são mal iluminados pela luz natural que é filtrada
pelas janelas sujas e fechadas. A porta na extremidade leste do corredor
leva para fora e pode ser aberta para revelar os jardins ( </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"S9. Gardens","page":148,"id":"4da","entries":[{"type":"insetReadaloud","id":"4db","entries":["Nestled between rising and plunging cliffs are four rectangular garden plots enclosed by a five-foot-high wall of mortared stones. White rabbits nibble on turnips uprooted by the cold. Two lifeless scarecrows with stuffed gullets and sackcloth heads hang from wooden crosses pounded into the cold, hard earth."]},"If the characters haven't cleared out the east wing, add:",{"type":"insetReadaloud","id":"4dc","entries":["The abbey's east wing looms over the garden, its shattered windows dark and disturbing. A door leads into this forlorn edifice, which apparently isn't as abandoned as one might have hoped. From within come the laughter and the wailing of things that should not be."]},"The rabbits and the scarecrows are harmless. The gardens contain a meager assortment of root vegetables and squash. The door leading to {@area area S15|4f4|x} isn't locked.",{"type":"entries","name":"Fortunes of Ravenloft","page":148,"id":"4dd","entries":["If your card reading reveals that a treasure is here, the item is hidden in the straw-filled gullet of the southernmost scarecrow. If the treasure is removed from the scarecrow, seven {@creature Wight||wights} erupt from the gardens and attack. They wear tattered livery of Strahd's house."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,9,s9.%20gardens,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área S9</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os sessenta </span></span><span style="font-size: medium;"><a data-vet-hash="mongrelfolk_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#mongrelfolk_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">mestiços</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> aqui confinados são alimentados em intervalos irregulares por </span></span><a data-vet-hash="clovin%20belview_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#clovin%20belview_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Clovin Belview</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . O jantar é prenunciado pelo toque do sino da abadia ( </span></span><a data-vet-entry="{"type":"entries","name":"S17. Loft and Belfry","page":152,"id":"50b","entries":["Anyone on the curtain wall ({@area area S18|512|x}) who listens at this room's door hear the soft tones of a stringed instrument.",{"type":"insetReadaloud","id":"50c","entries":["The wooden stairs climb twenty feet to a loft with a pitched roof and a door in the center of the south wall. Unlit lanterns hang from the rafters, and a rope dangles from a bronze bell lodged in the belfry thirty feet overhead. The room is filled with the sound of beautiful music—a melody so enchanting that it adds a bit of much-needed warmth to the otherwise freezing room.","A black shroud covers a humanoid shape lying on a wooden table. The music does nothing to stir it.","A cot heaped with furs rests in the northeast corner, surrounded by empty wine bottles. An oil lamp burns atop a table nearby, silhouetting a squat creature that has two heads. It sits on the edge of the cot with a viol between its legs. With a crustacean, clawlike appendage, it grasps the neck of the instrument while running a bow gently across its strings with its human hand."]},"This loft is where {@creature the Abbot|CoS} creates his flesh golems. Needles, thread, saws, and other tools lie on a small table in the northwest corner.","If anyone rings the bell, a cacophony erupts from the courtyard and the east wing as the mongrelfolk cry out, \"Food!\" The cries last until the creatures are fed.",{"type":"image","href":{"type":"internal","path":"adventure/CoS/092-cos08-07.webp"},"title":"{@creature Clovin Belview|CoS}","width":871,"height":1000},"{@creature Clovin Belview|CoS}, {@creature the Abbot|CoS}'s manservant, a two-headed neutral evil {@creature mongrelfolk|CoS} (see {@area appendix D|799|x}), resides here. He plays the viol beautifully when he is drunk, and the music help puts his half-formed head to sleep. Hidden under the furs of his cot are three bottles of Purple Grapemash No. 3. Several empty wine bottles are strewn about the floor around the cot.",{"type":"entries","name":"Roleplaying Clovin","page":153,"id":"50d","entries":["Clovin stands 4 feet, 7 inches tall and has a barrel-like shape. His right head is fully formed and combines the features of a patchy-haired man with those of a goat, complete with stubby horns. His left head is about half normal size and has a soft, cherubic face partly covered with crocodilian hide. Clovin has a crab's pincer in place of his left hand and a bear's paw where his right foot should be. He wears an ill-fitting monk's robe with a belt made of hempen rope.","Clovin is {@creature the Abbot|CoS}'s faithful martinet, but he is despised by the other mongrelfolk, who accuse him of hoarding food and slowly starving them to death. He would let them starve, but {@creature the Abbot|CoS} has forbidden it.","Clovin has the Two-Headed feature (see the {@creature mongrelfolk|CoS} stat block in {@area appendix D|799|x}). His madness is embodied in the following statement: \"Being drunk keeps me sane.\" He is drunk most of the time, but not to the extent that it impedes his combat ability, and his musical performance improves when he is inebriated.","The larger head does all the talking. The smaller head has a forked snake's tongue and can't do anything except hiss and make other horrible sounds."]},{"type":"entries","name":"Teleport Destination","page":153,"id":"50e","entries":["Characters who teleport to this location from {@area area K78|297|x} in Castle Ravenloft arrive at the point marked T on the map."]},{"type":"entries","name":"Thing on the Table","page":154,"id":"50f","entries":["If the characters lift the black shroud covering the larger table, read:",{"type":"insetReadaloud","id":"510","entries":["Beneath the shroud lies a creature made of stitched-together body parts. You recognize some of these parts as your own!"]},"The creature on the table appears to be made from the body parts of the characters, which, of course, cannot be. Strahd's will is playing a trick on them. If a character touches the horrid creature, its true appearance is revealed:",{"type":"insetReadaloud","id":"511","entries":["Your eyes play tricks, for what truly lies atop the table are chopped-up body parts, all of them taken from cold, gray, lifeless women, all of them waiting to be stitched together into something horrid."]},"The body parts were plundered from graves in Krezk. They are leftovers—pieces {@creature the Abbot|CoS} didn't use in the creation of Strahd's bride (see {@area area S13|4ec|x})."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,9,s17.%20loft%20and%20belfry,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">zona S17</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ). Esses mestiços não são </span></span><a data-vet-hash="restrained_phb" data-vet-page="conditionsdiseases.html" data-vet-source="PHB" href="https://5e.tools/conditionsdiseases.html#restrained_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">contidos</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
, mas se recusam a deixar seus quartos por medo de serem mortos pelo
golem ou expulsos da abadia e forçados a se defenderem sozinhos. Além de
uma adaga, cada mestiço tem sua própria tigela de sopa de madeira.</span></span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="46" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">S15a. Mestiços medrosos</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p151</span></span></span></span></span></h3></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--2" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Este
quarto já foi um quarto compartilhado, mas seus móveis foram
destruídos. Três vira-latas gritando se encolhem no canto noroeste
sombrio. Um deles embala algo brilhante.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Três </span></span><span style="font-size: medium;"><a data-vet-hash="mongrelfolk_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#mongrelfolk_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">mestiços</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
estão confinados aqui. Um deles embala um castiçal de latão polido como
se fosse uma boneca. Qualquer tentativa de tomá-lo faz com que o
mestiço ataque.</span></span></span></p></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="47" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">S15b. Mestiços Brigando</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p152</span></span></span></span></span></h3></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--2" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Quatro
criaturas mestiças brigam entre os destroços deste quarto, enquanto uma
quinta observa e gargalha atrás de uma estátua de madeira pintada em
tamanho real de uma mulher santa vestida com mantos.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Cinco </span></span><span style="font-size: medium;"><a data-vet-hash="mongrelfolk_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#mongrelfolk_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">mestiços</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
estão confinados aqui. Os quatro que estão lutando não estão tentando
matar uns aos outros, mas estão tentando afirmar o domínio. Eles param
de lutar se um personagem os separar.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
estátua tem pouco mais de um metro e meio de altura e foi esculpida em
uma única peça de madeira. Retrata Santa Marcovia. Uma inspeção
cuidadosa revela que está coberto de marcas de mordidas.</span></span></p></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="48" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">S15c. Encantando Mestiço</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p152</span></span></span></span></span></h3></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--2" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Sete vira-latas estão sentados no meio desta sala, formando um anel. Eles parecem estar cantando um feitiço.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esses sete </span></span><span style="font-size: medium;"><a data-vet-hash="mongrelfolk_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#mongrelfolk_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">mestiços</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
estão tentando lançar um feitiço que fará o sino da abadia tocar, para
que o jantar seja servido. Eles estão falando bobagens não-mágicas.</span></span></span></p></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="49" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">S15d. Mestiço Faminto</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p152</span></span></span></span></span></h3></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--2" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Nove criaturas vira-latas estão no meio desta sala, olhando para a porta em silêncio com olhares famintos.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esses nove </span></span><span style="font-size: medium;"><a data-vet-hash="mongrelfolk_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#mongrelfolk_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">mestiços</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
não são alimentados há dias porque Clovin não gosta deles. Eles tentam
matar e devorar qualquer personagem que coloque os pés na sala.</span></span></span></p></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="50" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">S15e. Horda Mestiça</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p152</span></span></span></span></span></h3></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--2" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esta sala está repleta de vira-latas chafurdando em sua própria sujeira. O chão está coberto de ossos roídos.</span></span></p></div><p><span style="font-size: medium;"><a data-vet-hash="mongrelfolk_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#mongrelfolk_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Dezesseis mestiços</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> gritando </span><span style="vertical-align: inherit;">estão
confinados aqui. Os ossos são tudo o que resta de mestiços que morreram
e foram comidos. Os sobreviventes imploram por comida.</span></span></span></p></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="51" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">S15f. Cantando e dançando mestiço</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p152</span></span></span></span></span></h3></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--2" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Oito
vira-latas saltam sobre os destroços deste quarto enquanto cantam uma
rima. Um deles segura uma estatueta dourada brilhante enquanto lidera
esse desfile louco.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os oito </span></span><span style="font-size: medium;"><a data-vet-hash="mongrelfolk_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#mongrelfolk_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">mestiços</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> cantam a seguinte rima:</span></span></span></p><p><span style="font-size: medium;"><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">O diabo mora em sua casa escura,</span></span></i></span></p><p><span style="font-size: medium;"><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Sobre o pilar enevoado.</span></span></i></span></p><p><span style="font-size: medium;"><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Primeiro ele provará seu doce, doce sangue,</span></span></i></span></p><p><span style="font-size: medium;"><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">E então ele terá que matá-la.</span></span></i></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Eles choram se o seu tesouro lhes for tirado.</span></span></p><div class="rd__b rd__b--3"><span style="font-size: medium;"><span class="rd__h rd__h--3" data-title-index="52" data-title-relative-index="1"> <span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Tesouro.</span></span></span></span></span> <p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
estatueta dourada representa Santa Marcovia e vale 250 po. Ele concede a
qualquer criatura de tendência boa que o carregue um bônus de +1 em
testes de resistência.</span></span></p></div></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="53" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">S15g. Bebês Mestiço</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p152</span></span></span></span></span></h3></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--2" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Mestiços
imundos embalam jovens gritando nos cantos cheios de escombros desta
sala, enquanto vários outros piam, gritam, rolam no chão e batem uns nos
outros com paus.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esta sala contém dez </span></span><span style="font-size: medium;"><a data-vet-hash="mongrelfolk_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#mongrelfolk_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">mestiços</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , três dos quais cuidam de bebês mestiços não-combatentes.</span></span></span></p></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="54" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">S15h. Forte Mestiço</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p152</span></span></span></span></span></h3></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esta
sala contém um forte feito de pedaços empilhados de móveis quebrados e
cortinas rasgadas. De dentro do forte, você ouve uma gargalhada
travessa.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Dois </span></span><span style="font-size: medium;"><a data-vet-hash="mongrelfolk_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#mongrelfolk_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">mestiços</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
vivem no "forte", mas se recusam a sair a menos que sejam atraídos por
comida. Embora escondidos sob os destroços, eles têm três quartos de
cobertura.</span></span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="55" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">S16. Adega</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p152</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os
degraus de pedra descem seis metros até uma adega que contém dez barris
de vinho e uma prateleira de madeira em forma de L repleta de garrafas
de vinho.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os
barris no centro da sala estão vazios. Os nomes dos vinhos estão
estampados nas barricas, assim como o nome da vinícola: o Mágico dos
Vinhos. Os barris encostados na parede leste contêm Purple Grapemash No.
3, um vinho barato. Os quatro barris encostados na parede sul contêm
Red Dragon Crush, um bom vinho.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As prateleiras de vinho contêm trinta e três garrafas de Purple Grapemash No. 3 e vinte e quatro garrafas de Red Dragon Crush.</span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="56" data-title-relative-index="2"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Tesouro</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p152</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Entre as garrafas de vinho na prateleira está uma sem rolha e com um rótulo que diz “Champagne du le Stomp”. Ele contém um </span></span><span style="font-size: medium;"><a data-vet-hash="spell%20scroll_dmg" data-vet-page="items.html" data-vet-source="DMG" href="https://5e.tools/items.html#spell%20scroll_dmg"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">pergaminho de feitiço</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> enrolado </span><span style="vertical-align: inherit;">do </span></span><a data-vet-hash="heroes'%20feast_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#heroes'%20feast_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">banquete dos heróis</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="57" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">T17. Loft e Campanário</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p152</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Qualquer pessoa na parede cortina ( </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"S18. Curtain Wall","page":154,"id":"512","entries":[{"type":"insetReadaloud","id":"513","entries":["Scarecrows line the abbey walls, looking outward. They wear tattered chain shirts and carry spears with rusty heads. The courtyard below is blanketed with fog."]},"The scarecrows are lashed to wooden stands. Though fearsome from a distance, they have no life to them.","It's a 15-foot drop from the top of the wall to the courtyard. Any creature that falls over the southwest wall tumbles 400 feet down the cliffside."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,9,s18.%20curtain%20wall,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área S18</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) que escuta na porta desta sala ouve os tons suaves de um instrumento de cordas.</span></span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As
escadas de madeira sobem seis metros até um sótão com telhado inclinado
e uma porta no centro da parede sul. Lanternas apagadas pendem das
vigas e uma corda pende de um sino de bronze alojado no campanário a dez
metros de altura. A sala é preenchida com o som de uma bela música –
uma melodia tão encantadora que adiciona um pouco do calor necessário à
sala que de outra forma seria gelada.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma mortalha preta cobre uma forma humanóide deitada sobre uma mesa de madeira. A música não faz nada para agitá-lo.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma
cama cheia de peles está no canto nordeste, cercada por garrafas de
vinho vazias. Uma lamparina a óleo queima em cima de uma mesa próxima,
mostrando a silhueta de uma criatura atarracada que tem duas cabeças.
Ele fica na beirada da cama com uma viola entre as pernas. Com um
apêndice em forma de garra de crustáceo, ele agarra o braço do
instrumento enquanto corre suavemente um arco pelas cordas com a mão
humana.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Este loft é onde </span></span><span style="font-size: medium;"><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o Abade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> cria seus golens de carne. Agulhas, linhas, serras e outras ferramentas estão sobre uma pequena mesa no canto noroeste.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se
alguém tocar a campainha, uma cacofonia irrompe do pátio e da ala leste
enquanto os mestiços gritam: "Comida!" Os gritos duram até que as
criaturas sejam alimentadas.</span></span></p><div style="text-align: justify;"><div class="rd__wrp-image relative" data-title-index="58">
<span style="font-size: medium;"><a href="https://5e.tools/img/adventure/CoS/092-cos08-07.webp" rel="noopener noreferrer" target="_blank" title="Clovin Belview"><br />
</a></span>
</div><div class="rd__image-title"><div class="rd__image-title-inner"><span style="font-size: medium;"><a data-vet-hash="clovin%20belview_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#clovin%20belview_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Clovin Belview</span></span></a></span></div></div></div><p style="text-align: justify;"><span style="font-size: medium;"><a data-vet-hash="clovin%20belview_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#clovin%20belview_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Clovin Belview</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> servo do Abade, um </span></span><a data-vet-hash="mongrelfolk_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#mongrelfolk_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">vira-lata</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> neutro e maligno de duas cabeças (ver </span></span><a data-vet-entry="{"type":"entries","name":"Mongrelfolk","page":234,"id":"799","entries":["{@creature Mongrelfolk|CoS} are humanoids that have undergone, or whose ancestors underwent, horrific magical transformations, to the extent that they retain only a fraction of their original being. Their humanoid bodies incorporate the features of various beasts. For example, one mongrelfolk might have the basic body shape of a dwarf with a head that combines the features of a cat and a lizard, one arm that ends in a crab's pincer, and one leg that ends in a cloven hoof. Another might have the skin and horns of a cow, the eyes of a spider, frog's legs, and a scaly lizard's tail. Each mongrelfolk's mad combination of humanoid and animal forms results in its having a slow, awkward gait.",{"type":"entries","id":"79a","entries":[{"type":"entries","name":"Sound Mimicry","page":234,"id":"79b","entries":["Mongrelfolk have misshapen mouths and vocal cords. They speak fragmented Common mixed with various animal cries and nonsense. They can effectively imitate sounds made by beasts and humanoids that they've heard. Mongrelfolk aren't sophisticated enough to use these sounds as a covert form of communication, but they can use the sounds to lure enemies into a trap or otherwise distract them."]},{"type":"entries","name":"Outcasts","page":234,"id":"79c","entries":["Mongrelfolk are seldom welcome in other humanoid societies, where they are abused, enslaved, or shunned. They typically live on the fringes of civilization in ruins, deserted buildings, or other places that other humanoid races once lived in or built. They tend to be timid and skittish outside their homes and fiercely territorial within their lairs."]},{"type":"entries","name":"Camouflage Experts","page":234,"id":"79d","entries":["Mongrelfolk often hide their deformities under cloaks and cowls. In this way, they can sometimes pass as stout humans or thin dwarves. They are fond of camouflage, attaching leaves and twigs to their cloaks, making brown paint to cover their skin, and weaving grass nets under which they can hide. They use such camouflage while hunting in the wild or while standing guard outside their lairs. Until it is seen, a camouflaged mongrelfolk has advantage on {@skill Stealth} checks made to hide."]},{"type":"entries","name":"Horrific Offspring","page":234,"id":"79e","entries":["It's possible to restore a mongrelfolk to its original form using a {@spell greater restoration} spell, but the same can't be said for a mongrelfolk's offspring. Only mongrelfolk that are made by magic can be restored to their original forms. Mongrelfolk that are born are true mongrelfolk and not the subjects of a spell or an effect that can be undone.","Mongrelfolk can breed with other humanoids, but nearly all children born to such parents are mongrelfolk. (About one child in every hundred is born looking like its non-mongrelfolk parent.)",{"type":"image","href":{"type":"internal","path":"adventure/CoS/148-636985373100391611.webp"},"title":"{@creature Mongrelfolk|CoS}","width":300,"height":384}]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,21,mongrelfolk,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">apêndice D</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
), reside aqui. Ele toca viola lindamente quando está bêbado, e a
música ajuda a adormecer sua cabeça meio formada. Escondidas sob as
peles de seu berço estão três garrafas de Purple Grapemash No. 3. Várias
garrafas de vinho vazias estão espalhadas pelo chão ao redor do berço.</span></span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="59" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Interpretando Clovin</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p153</span></span></span></span></span></h3></div><div class="rd__b rd__b--2" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Clovin
tem 4 pés e 7 polegadas de altura e tem formato de barril. Sua cabeça
direita está totalmente formada e combina as características de um homem
de cabelos irregulares com as de uma cabra, completa com chifres
grossos. Sua cabeça esquerda tem cerca de metade do tamanho normal e um
rosto macio e angelical parcialmente coberto com pele de crocodiliano.
Clovin tem uma pinça de caranguejo no lugar da mão esquerda e uma pata
de urso no lugar do pé direito. Ele usa uma túnica de monge mal ajustada
com um cinto feito de corda de cânhamo.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Clovin é </span></span><span style="font-size: medium;"><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o fiel martinete do Abade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
, mas é desprezado pelos outros mestiços, que o acusam de acumular
comida e lentamente matá-los de fome. Ele os deixaria morrer de fome,
mas </span></span><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o Abade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> proibiu isso.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Clovin tem o recurso Duas Cabeças (veja o </span><span style="vertical-align: inherit;">bloco de estatísticas </span></span><span style="font-size: medium;"><a data-vet-hash="mongrelfolk_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#mongrelfolk_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">mestiço no </span></span></a><a data-vet-entry="{"type":"entries","name":"Mongrelfolk","page":234,"id":"799","entries":["{@creature Mongrelfolk|CoS} are humanoids that have undergone, or whose ancestors underwent, horrific magical transformations, to the extent that they retain only a fraction of their original being. Their humanoid bodies incorporate the features of various beasts. For example, one mongrelfolk might have the basic body shape of a dwarf with a head that combines the features of a cat and a lizard, one arm that ends in a crab's pincer, and one leg that ends in a cloven hoof. Another might have the skin and horns of a cow, the eyes of a spider, frog's legs, and a scaly lizard's tail. Each mongrelfolk's mad combination of humanoid and animal forms results in its having a slow, awkward gait.",{"type":"entries","id":"79a","entries":[{"type":"entries","name":"Sound Mimicry","page":234,"id":"79b","entries":["Mongrelfolk have misshapen mouths and vocal cords. They speak fragmented Common mixed with various animal cries and nonsense. They can effectively imitate sounds made by beasts and humanoids that they've heard. Mongrelfolk aren't sophisticated enough to use these sounds as a covert form of communication, but they can use the sounds to lure enemies into a trap or otherwise distract them."]},{"type":"entries","name":"Outcasts","page":234,"id":"79c","entries":["Mongrelfolk are seldom welcome in other humanoid societies, where they are abused, enslaved, or shunned. They typically live on the fringes of civilization in ruins, deserted buildings, or other places that other humanoid races once lived in or built. They tend to be timid and skittish outside their homes and fiercely territorial within their lairs."]},{"type":"entries","name":"Camouflage Experts","page":234,"id":"79d","entries":["Mongrelfolk often hide their deformities under cloaks and cowls. In this way, they can sometimes pass as stout humans or thin dwarves. They are fond of camouflage, attaching leaves and twigs to their cloaks, making brown paint to cover their skin, and weaving grass nets under which they can hide. They use such camouflage while hunting in the wild or while standing guard outside their lairs. Until it is seen, a camouflaged mongrelfolk has advantage on {@skill Stealth} checks made to hide."]},{"type":"entries","name":"Horrific Offspring","page":234,"id":"79e","entries":["It's possible to restore a mongrelfolk to its original form using a {@spell greater restoration} spell, but the same can't be said for a mongrelfolk's offspring. Only mongrelfolk that are made by magic can be restored to their original forms. Mongrelfolk that are born are true mongrelfolk and not the subjects of a spell or an effect that can be undone.","Mongrelfolk can breed with other humanoids, but nearly all children born to such parents are mongrelfolk. (About one child in every hundred is born looking like its non-mongrelfolk parent.)",{"type":"image","href":{"type":"internal","path":"adventure/CoS/148-636985373100391611.webp"},"title":"{@creature Mongrelfolk|CoS}","width":300,"height":384}]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,21,mongrelfolk,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">apêndice D</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
). Sua loucura está incorporada na seguinte afirmação: “Estar bêbado me
mantém são”. Ele fica bêbado a maior parte do tempo, mas não a ponto de
impedir sua habilidade de combate, e seu desempenho musical melhora
quando ele está embriagado.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
cabeça maior fala tudo. A cabeça menor tem uma língua bifurcada de
cobra e não pode fazer nada além de assobiar e emitir outros sons
horríveis.</span></span></p></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="60" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Destino de teletransporte</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p153</span></span></span></span></span></h3></div><div class="rd__b rd__b--2" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Personagens que se teletransportam para este local da </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"K78. Brazier Room","page":82,"id":"297","entries":[{"type":"insetReadaloud","id":"298","entries":["This room is thirty feet square, rising to a twenty-foot-tall flat ceiling. A stone brazier burns fiercely in the center of the room, but its tall white flame produces no heat. The rim of the brazier is carved with seven cup-shaped indentations spaced evenly around the circumference. Within each indentation is a spherical stone, twice the diameter of a human eyeball and made of a colored crystal. No two stones are the same color.","Overhead, a wood-framed hourglass as tall and wide as a dwarf hangs ten feet above the brazier, suspended from the ceiling by thick iron chains. All the sand is stuck in the upper portion of the hourglass, seemingly unable to run down into the bottom. Written in glowing script on the base of the hourglass is a verse in Common.","Two nine-foot-tall iron statues of knights on horseback, poised to charge with swords drawn, stand in deep alcoves facing each other. The brazier sits between them."]},"The two statues are {@creature Iron Golem||iron golems}. Each horse and rider is considered one creature, and they are inseparable. The golems will not leave the room under any circumstances, and they attack only under specific conditions (see the \"Development\" section that follows).","The hourglass has AC 12, 20 hit points, immunity to poison and psychic damage, and vulnerability to thunder damage. If the hourglass is reduced to 0 hit points, its glass shatters, causing the sand within it to fall to the floor. The magic writing on the base of the hourglass reads as follows:",{"type":"inset","id":"299","entries":["{@i Cast a stone into the fire:}","{@i Violet leads to the mountain spire}","{@i Orange to the castle's peak}","{@i Red if lore is what you seek}","{@i Green to where the coffins hide}","{@i Indigo to the master's bride}","{@i Blue to ancient magic's womb}","{@i Yellow to the master's tomb}"]},"The brazier's flame is magical and sheds no warmth. A successful casting of {@spell dispel magic} (DC 16) extinguishes the flame for 1 hour. The fire is permanently extinguished if the brazier is destroyed. The brazier has AC 17, 25 hit points, immunity to poison and psychic damage, and resistance to all other damage.","The stones set into the brazier's rim are colored red, orange, yellow, green, blue, indigo, and violet, respectively. Tossing one into the brazier causes its flame to change from white to the color of the stone, and the sand begins falling through the hourglass. Any creature that touches the colored flame is teleported to a location within Strahd's domain, as determined by the color:",{"type":"table","colLabels":["Flame Color","Teleports to..."],"colStyles":["col-2 text-center","col-10"],"rows":[["Red","Study ({@area area K37|207|x})"],["Orange","North tower peak ({@area area K60|247|x})"],["Yellow","Strahd's tomb ({@area area K86|31b|x})"],["Green","Coffin maker's shop ({@adventure chapter 5|CoS|6}, {@area area N6f|3dc|x})"],["Blue","Amber Temple ({@adventure chapter 13|CoS|14}, {@area area X42|666|x})"],["Indigo","Abbey of Saint Markovia ({@adventure chapter 8|CoS|9}, {@area area S17|50b|x})"],["Violet","Tsolenka Pass ({@adventure chapter 9|CoS|10}, {@area area T4|536|x})"]]},"After 5 rounds, the sand runs out, and the color of the flame returns to white. When the flame does so, the sand instantly reappears in the top part of the hourglass (provided the hourglass is intact), and the stone that was cast into the fire reappears in the brazier's rim.",{"type":"entries","name":"Development","page":84,"id":"29a","entries":["If the brazier, the hourglass, or either {@creature Iron Golem||golem} is attacked, the doors of the room magically slam shut and lock (unless they are being held or wedged open), and the golems animate and attack. On the first round, the golems fill the room with their poison breath, which issues from the horses' mouths. (Each creature in the room must make two saving throws, one for each breath weapon.) On subsequent rounds, each golem makes one attack with its sword and one slam attack with its hoof. When there are no creatures left to fight in the room, the golems return to their alcoves, and the doors unlock. Forcing open a locked door requires a successful DC 25 Strength ({@skill Athletics}) check. Each door has AC 15, 25 hit points, and immunity to poison and psychic damage."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,5,k78.%20brazier%20room,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área K78</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> no Castelo Ravenloft chegam ao ponto marcado com T no mapa.</span></span></span></p></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="61" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Coisa na mesa</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p154</span></span></span></span></span></h3></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se os personagens levantarem a mortalha preta que cobre a mesa maior, leia:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Abaixo da mortalha está uma criatura feita de partes do corpo costuradas. Você reconhece algumas dessas partes como suas!</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
criatura sobre a mesa parece ser feita de partes do corpo dos
personagens, o que, claro, não pode ser. A vontade de Strahd está
pregando uma peça neles. Se um personagem tocar a criatura horrível, sua
verdadeira aparência será revelada:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Seus
olhos pregam peças, pois o que realmente está em cima da mesa são
partes de corpos cortadas, todas tiradas de mulheres frias, cinzentas e
sem vida, todas esperando para serem costuradas em algo horrível.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As partes dos corpos foram saqueadas dos túmulos em Krezk. São sobras – peças que </span></span><span style="font-size: medium;"><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o Abade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> não usou na criação da noiva de Strahd (ver </span></span><a data-vet-entry="{"type":"entries","name":"S13. Main Hall","page":150,"id":"4ec","entries":[{"type":"insetReadaloud","id":"4ed","entries":["Gentle-sounding music trickles down from above, played on a single stringed instrument by some unseen master.","The ground floor is one large, fifty-foot-square room with arched, leaded glass windows. A cauldron sits on an iron rack above a fire in a hearth, while above the fireplace mantel hangs a golden disk engraved with the symbol of the sun. In one corner, a wooden staircase climbs to the upper level, while in another corner a stone staircase descends into darkness.","Several chairs surround a wooden table that stretches nearly the length of the room. Wooden dishware and gold candelabras are neatly arranged on the table, standing behind which is a young woman with alabaster skin dressed in a torn and soiled red gown. Her auburn hair is neatly bundled so as not to touch her soft shoulders. She seems lost in her own thoughts."]},"{@creature The Abbot|CoS} is normally here. If he is here, add:",{"type":"insetReadaloud","id":"4ee","entries":["A handsome young man in a brown monk's robe gently takes the woman by her hand. A painted wooden holy symbol that depicts the sun hangs from a chain around his neck. He moves with the grace of a saint."]},"{@creature The Abbot|CoS} is a {@creature deva} in disguise (see {@area appendix D|745|x}, as well as \"{@area Something Old|525|x}\" in the \"Special Events\" section at the end of this chapter). He wears a holy symbol of the Morninglord around his neck. The woman in the tattered red gown is {@creature Vasilka|CoS}, a {@creature flesh golem} that has been exquisitely put together to serve as Strahd's bride. Characters within 5 feet of {@creature Vasilka|CoS} can see the seams in her powdered skin where disparate body parts stolen from Krezkite graves have been carefully stitched together.","{@creature The Abbot|CoS} is teaching {@creature Vasilka|CoS} the finer points of etiquette. He also intends to teach her how to dance. {@creature Vasilka|CoS} obeys his every command. She can't speak but lets loose an unholy scream if harmed. If driven berserk, she fights until {@creature the Abbot|CoS} reasserts control or until she is destroyed. She has the supernatural strength of a typical flesh golem despite her smaller size.","{@creature The Abbot|CoS} has no desire to harm the characters. He knows that Strahd has brought them to Barovia for a reason and doesn't want to thwart Strahd's plans for them. His calm, pleasant demeanor changes if they become hostile or if they threaten {@creature Vasilka|CoS}. He sheds his disguise and assumes his true angelic form, hoping that sight is enough to make them back down.","{@creature The Abbot|CoS} would like to find a proper bridal gown for {@creature Vasilka|CoS}. If the characters seem friendly, he asks them for help in locating one. In exchange, he offers his magic, agreeing to cast {@spell raise dead} up to three times on their behalf, or give them each the benefit of his healing touch. If they decline to help or behave rudely, he orders them to leave the abbey at once, attacking them if they refuse and doing his utmost to keep {@creature Vasilka|CoS} safe.","The music comes from upstairs ({@area area S17|50b|x}). The stone staircase leads down to the wine cellar ({@area area S16|508|x}). The wooden stairs climb to the loft and belfry (area S17).","The stew pot in the fireplace contains several gallons of hot turnip and rabbit soup, intended for the mongrelfolk imprisoned in {@area areas S12c|4e6|x} and {@area S15|4f4|x}.",{"type":"entries","name":"Roleplaying the Abbot","page":151,"id":"4ef","entries":["{@creature The Abbot|CoS} believes he is righteous. He regrets transforming the Belviews into horrid mongrelfolk, and he considers their imprisonment to be necessary, to contain their madness. With regard to Strahd's bride, he believes that she is the key to freeing the land from its curse. The insane Abbot can't be convinced otherwise.","{@creature The Abbot|CoS} shares his beliefs openly, claiming that his decisions are based on the Morninglord's guidance. He will give visitors a tour of the abbey if they seem friendly, but he turns hostile if they threaten him or his charges."]},{"type":"entries","name":"Treasure","page":151,"id":"4f0","entries":["The golden sun disk hanging above the fireplace is worth 750 gp. Taking the disk off the wall reveals a niche that contains a {@item Potion of Superior Healing||potion of healing (superior)} in a crystal and electrum flask (worth 250 gp). Four gold candelabras (worth 250 gp each) rest atop the table."]},{"type":"entries","name":"Fortunes of Ravenloft","page":151,"id":"4f1","entries":["If your card reading reveals that a treasure is here, it is hidden in the niche along with the potion."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,9,s13.%20main%20hall,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área S13</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="62" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">S18. Parede Cortina</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p154</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Espantalhos
alinham-se nas paredes da abadia, olhando para fora. Eles usam camisas
esfarrapadas e carregam lanças com pontas enferrujadas. O pátio abaixo
está coberto de neblina.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os espantalhos estão amarrados em suportes de madeira. Embora assustadores à distância, eles não têm vida para eles.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">É
uma queda de 4,5 metros do topo do muro até o pátio. Qualquer criatura
que caia pela parede sudoeste cai 120 metros na encosta do penhasco.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="63" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">S19. Quartel</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p154</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Beliches que se desintegraram com o tempo estão amontoados ao longo das paredes deste quarto mofado de nove metros quadrados.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Há muito tempo, a abadia empregava guardas para defender as suas muralhas, e eles estavam alojados aqui.</span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="64" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Ezmerelda d'Avenir</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p154</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se os personagens ainda não a encontraram em outro lugar, a caçadora de vampiros </span></span><span style="font-size: medium;"><a data-vet-hash="ezmerelda%20d'avenir_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#ezmerelda%20d'avenir_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Ezmerelda d'Avenir</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (veja </span></span><a href="https://5e.tools/adventure.html#CoS,21,ezmerelda%20d'avenir,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o apêndice D</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) está aqui, planejando seu próximo movimento.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Ezmerelda
entrou em Krezk sem ser vista sob o manto da escuridão e seguiu para a
abadia, na esperança de obter conhecimento sobre Strahd e seus domínios
com os residentes de lá. Tendo conhecido </span></span><span style="font-size: medium;"><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">a "noiva" do Abade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e Strahd ( </span></span><a data-vet-entry="{"type":"entries","name":"S13. Main Hall","page":150,"id":"4ec","entries":[{"type":"insetReadaloud","id":"4ed","entries":["Gentle-sounding music trickles down from above, played on a single stringed instrument by some unseen master.","The ground floor is one large, fifty-foot-square room with arched, leaded glass windows. A cauldron sits on an iron rack above a fire in a hearth, while above the fireplace mantel hangs a golden disk engraved with the symbol of the sun. In one corner, a wooden staircase climbs to the upper level, while in another corner a stone staircase descends into darkness.","Several chairs surround a wooden table that stretches nearly the length of the room. Wooden dishware and gold candelabras are neatly arranged on the table, standing behind which is a young woman with alabaster skin dressed in a torn and soiled red gown. Her auburn hair is neatly bundled so as not to touch her soft shoulders. She seems lost in her own thoughts."]},"{@creature The Abbot|CoS} is normally here. If he is here, add:",{"type":"insetReadaloud","id":"4ee","entries":["A handsome young man in a brown monk's robe gently takes the woman by her hand. A painted wooden holy symbol that depicts the sun hangs from a chain around his neck. He moves with the grace of a saint."]},"{@creature The Abbot|CoS} is a {@creature deva} in disguise (see {@area appendix D|745|x}, as well as \"{@area Something Old|525|x}\" in the \"Special Events\" section at the end of this chapter). He wears a holy symbol of the Morninglord around his neck. The woman in the tattered red gown is {@creature Vasilka|CoS}, a {@creature flesh golem} that has been exquisitely put together to serve as Strahd's bride. Characters within 5 feet of {@creature Vasilka|CoS} can see the seams in her powdered skin where disparate body parts stolen from Krezkite graves have been carefully stitched together.","{@creature The Abbot|CoS} is teaching {@creature Vasilka|CoS} the finer points of etiquette. He also intends to teach her how to dance. {@creature Vasilka|CoS} obeys his every command. She can't speak but lets loose an unholy scream if harmed. If driven berserk, she fights until {@creature the Abbot|CoS} reasserts control or until she is destroyed. She has the supernatural strength of a typical flesh golem despite her smaller size.","{@creature The Abbot|CoS} has no desire to harm the characters. He knows that Strahd has brought them to Barovia for a reason and doesn't want to thwart Strahd's plans for them. His calm, pleasant demeanor changes if they become hostile or if they threaten {@creature Vasilka|CoS}. He sheds his disguise and assumes his true angelic form, hoping that sight is enough to make them back down.","{@creature The Abbot|CoS} would like to find a proper bridal gown for {@creature Vasilka|CoS}. If the characters seem friendly, he asks them for help in locating one. In exchange, he offers his magic, agreeing to cast {@spell raise dead} up to three times on their behalf, or give them each the benefit of his healing touch. If they decline to help or behave rudely, he orders them to leave the abbey at once, attacking them if they refuse and doing his utmost to keep {@creature Vasilka|CoS} safe.","The music comes from upstairs ({@area area S17|50b|x}). The stone staircase leads down to the wine cellar ({@area area S16|508|x}). The wooden stairs climb to the loft and belfry (area S17).","The stew pot in the fireplace contains several gallons of hot turnip and rabbit soup, intended for the mongrelfolk imprisoned in {@area areas S12c|4e6|x} and {@area S15|4f4|x}.",{"type":"entries","name":"Roleplaying the Abbot","page":151,"id":"4ef","entries":["{@creature The Abbot|CoS} believes he is righteous. He regrets transforming the Belviews into horrid mongrelfolk, and he considers their imprisonment to be necessary, to contain their madness. With regard to Strahd's bride, he believes that she is the key to freeing the land from its curse. The insane Abbot can't be convinced otherwise.","{@creature The Abbot|CoS} shares his beliefs openly, claiming that his decisions are based on the Morninglord's guidance. He will give visitors a tour of the abbey if they seem friendly, but he turns hostile if they threaten him or his charges."]},{"type":"entries","name":"Treasure","page":151,"id":"4f0","entries":["The golden sun disk hanging above the fireplace is worth 750 gp. Taking the disk off the wall reveals a niche that contains a {@item Potion of Superior Healing||potion of healing (superior)} in a crystal and electrum flask (worth 250 gp). Four gold candelabras (worth 250 gp each) rest atop the table."]},{"type":"entries","name":"Fortunes of Ravenloft","page":151,"id":"4f1","entries":["If your card reading reveals that a treasure is here, it is hidden in the niche along with the potion."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,9,s13.%20main%20hall,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área S13</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ), Ezmerelda percebe </span></span><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">que o Abade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> é louco. </span></span><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">O Abade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
disse a ela que esperava que Strahd visitasse sua futura noiva.
Ezmerelda decidiu esperar a chegada do vampiro, para que ela possa
destruí-lo longe do Castelo Ravenloft, longe de seu local de descanso.
Ela está planejando criar um círculo mágico nesta sala como precaução
adicional.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Como convidada </span></span><span style="font-size: medium;"><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">do Abade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
, Ezmerelda é livre para ir e vir quando quiser. Se os personagens
parecerem comprometidos em lutar contra Strahd, ela abandona seu plano e
se oferece para unir forças com eles.</span></span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="65" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">S20. Escritório no andar de cima</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p154</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um
balcão de madeira em forma de L fica na frente deste espaçoso
escritório. Todos os outros móveis apodreceram, deixando montes de
madeira mofada e tecidos desbotados.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
madeira do balcão é velha, macia e quebra facilmente. Nada de valor
permanece aqui. Se os personagens ainda não tiverem esvaziado o hospício
( </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"S15. Madhouse","page":151,"id":"4f4","entries":[{"type":"insetReadaloud","id":"4f5","entries":["This lightless corridor has multiple doors behind which lie creatures that shatter the quiet with their mad cackles and whispered curses. The stench is overpowering."]},"Before he set out to create a bride for Strahd, {@creature the Abbot|CoS} tried his hand at creating a more rudimentary golem. This creature paces the hall, tirelessly guarding the abbey's madhouse and making sure no mongrelfolk escape. When the characters first see the golem, read:",{"type":"insetReadaloud","id":"4f6","entries":["Even in the gloom, you can make out a monstrous shape lumbering down the hall. When the darkness can no longer hide its true nature, your eyes are treated to a terrifying, 7-foot-tall assemblage of human body parts."]},"This {@creature flesh golem} attacks anyone who isn't in the company of {@creature the Abbot|CoS} or {@creature Clovin Belview|CoS}.","None of the doors leading from the hall are locked. If the characters open any and look inside, they see that the rooms on each side of the hall are dimly lit by natural light that filters through dirty, shuttered windows. The door at the east end of the hall leads outside and can be pulled open to reveal the gardens ({@area area S9|4da|x}).","The sixty {@creature mongrelfolk|CoS} confined here are fed at irregular intervals by {@creature Clovin Belview|CoS}. Dinner is foretold by the ringing of the abbey bell ({@area area S17|50b|x}). These mongrelfolk aren't {@condition restrained}, but they refuse to leave their rooms for fear of being killed by the golem or cast out of the abbey and forced to fend for themselves. In addition to a dagger, each mongrelfolk has its own wooden soup bowl.",{"type":"entries","name":"S15a. Fearful Mongrelfolk","page":151,"id":"4f7","entries":[{"type":"insetReadaloud","id":"4f8","entries":["This room was once a shared bedchamber, but its furnishings have been destroyed. Three shrieking mongrels cower in the shadowy northwest corner. One of them cradles something shiny."]},"Three {@creature mongrelfolk|CoS} are confined here. One of them cradles a polished brass candlestick as if it was a doll. Any attempt to take it causes the mongrelfolk to attack."]},{"type":"entries","name":"S15b. Quarreling Mongrelfolk","page":152,"id":"4f9","entries":[{"type":"insetReadaloud","id":"4fa","entries":["Four mongrel creatures brawl amid the wreckage of this bedchamber while a fifth watches and cackles behind a life-sized, painted wooden statue of a saintly woman in robes."]},"Five {@creature mongrelfolk|CoS} are confined here. The four that are fighting aren't trying to kill each other, but they are trying to assert dominance. They stop fighting if a character separates them.","The statue is a little over 5 feet tall and carved from a single piece of wood. It depicts Saint Markovia. Close inspection reveals that it is covered with bite marks."]},{"type":"entries","name":"S15c. Incanting Mongrelfolk","page":152,"id":"4fb","entries":[{"type":"insetReadaloud","id":"4fc","entries":["Seven mongrels are seated in the middle of this room, forming a ring. They appear to be chanting a spell."]},"These seven {@creature mongrelfolk|CoS} are trying to cast a spell that will cause the abbey's bell to ring, so that dinner will be served. They are speaking nonmagical gibberish."]},{"type":"entries","name":"S15d. Hungry Mongrelfolk","page":152,"id":"4fd","entries":[{"type":"insetReadaloud","id":"4fe","entries":["Nine mongrel creatures stand in the middle of this room, staring at the doorway in silence with hungry looks in their eyes."]},"These nine {@creature mongrelfolk|CoS} haven't been fed in days because Clovin doesn't like them. They try to kill and devour any character who sets foot in the room."]},{"type":"entries","name":"S15e. Mongrelfolk Horde","page":152,"id":"4ff","entries":[{"type":"insetReadaloud","id":"500","entries":["This room is packed wall to wall with mongrels wallowing in their own filth. The floor is strewn with gnawed bones."]},"Sixteen screaming {@creature mongrelfolk|CoS} are confined here. The bones are all that remain of mongrelfolk who perished and were eaten. The survivors beg for food."]},{"type":"entries","name":"S15f. Singing and Dancing Mongrelfolk","page":152,"id":"501","entries":[{"type":"insetReadaloud","id":"502","entries":["Eight mongrels caper about the wreckage of this bedchamber while singing a rhyme. One of them holds up a glittering gold statuette as it leads this mad parade."]},"The eight {@creature mongrelfolk|CoS} sing the following rhyme:","{@i The devil dwells in his dark house,}","{@i Upon the misty pillar.}","{@i First he'll taste her sweet, sweet blood,}","{@i And then he'll have to kill her.}","They weep if their treasure is taken from them.",{"type":"entries","name":"Treasure","page":152,"id":"503","entries":["The golden statuette depicts Saint Markovia and is worth 250 gp. It grants any good-aligned creature that carries it a +1 bonus to saving throws."]}]},{"type":"entries","name":"S15g. Mongrelfolk Babies","page":152,"id":"504","entries":[{"type":"insetReadaloud","id":"505","entries":["Filthy mongrels cradle screaming young in the debris-strewn corners of this room while several more hoot, holler, roll on the floor, and whack each other with sticks."]},"This room contains ten {@creature mongrelfolk|CoS}, three of which are tending to noncombatant mongrelfolk babies."]},{"type":"entries","name":"S15h. Mongrelfolk Fort","page":152,"id":"506","entries":[{"type":"insetReadaloud","id":"507","entries":["This room contains a fort made out of piled bits of shattered furniture and torn draperies. From within the fort, you hear a mischievous cackle."]},"Two {@creature mongrelfolk|CoS} live in the \"fort\" but refuse to come out unless baited with food. While hidden under the wreckage, they have three-quarters cover."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,9,s15.%20madhouse,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área S15</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
), eles poderão ouvir os gritos, risadas e gritos dos mestiços abaixo. O
clamor continua enquanto eles exploram as áreas S21–S24 a leste.</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="66" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">S21. Hospital Assombrado</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p154</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esta
espaçosa câmara contém camas de ferro forjado dispostas em duas
fileiras organizadas. Teias de aranha e pedaços de colchão podre grudam
em cada estrutura.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Três
portas estão espaçadas ao longo da parede sul, cada uma com uma placa
fixada nela. De oeste para leste, as placas diziam Sala de Cirurgia,
Berçário e Necrotério.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Seis </span></span><span style="font-size: medium;"><a data-vet-hash="shadow_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#shadow_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">sombras</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
assombram esta sala. Eles são os restos de almas sombrias que morreram
aqui há muito tempo. As criaturas esperam até que um ou mais personagens
estejam a pelo menos 3 metros dentro da sala antes de sair das sombras
normais para atacar. As sombras não podem sair desta sala.</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="67" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">S22. Sala de operação</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p155</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma mesa manchada de sangue fica no meio desta sala vazia.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A primeira vez que um personagem toca a mesa, leia:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um
grito enche a sala – um grito que ecoa através do tempo. É seguido por
outros gritos mais fracos daqueles que morreram sob a faca. Os gritos
desaparecem até não passarem de memórias assustadoras.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Não há nada de valor aqui.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="68" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">S23. Berçário</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p155</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esta sala contém os destroços de velhos presépios de madeira.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se
os personagens vasculharem a sala, um deles (determinado
aleatoriamente) verá uma figura refletida no vidro da janela: uma freira
de túnica branca, parada na porta. Um olhar para trás, em direção à
porta, não revela nada ali, e o reflexo não pode ser visto novamente.</span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="69" data-title-relative-index="3"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Fortunas de Ravenloft</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p155</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se a leitura do seu cartão revelar que um tesouro está aqui, ele está sob os destroços de um dos presépios.</span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="70" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">S24. Necrotério</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p155</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--0" style="text-align: justify;"><div class="rd__b rd__b--1"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um corvo pousa no parapeito da janela desta sala vazia.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se os personagens se aproximarem do </span></span><span style="font-size: medium;"><a data-vet-hash="raven_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#raven_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">corvo</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , ele voará até o ombro do espantalho mais próximo no jardim ( </span></span><a data-vet-entry="{"type":"entries","name":"S9. Gardens","page":148,"id":"4da","entries":[{"type":"insetReadaloud","id":"4db","entries":["Nestled between rising and plunging cliffs are four rectangular garden plots enclosed by a five-foot-high wall of mortared stones. White rabbits nibble on turnips uprooted by the cold. Two lifeless scarecrows with stuffed gullets and sackcloth heads hang from wooden crosses pounded into the cold, hard earth."]},"If the characters haven't cleared out the east wing, add:",{"type":"insetReadaloud","id":"4dc","entries":["The abbey's east wing looms over the garden, its shattered windows dark and disturbing. A door leads into this forlorn edifice, which apparently isn't as abandoned as one might have hoped. From within come the laughter and the wailing of things that should not be."]},"The rabbits and the scarecrows are harmless. The gardens contain a meager assortment of root vegetables and squash. The door leading to {@area area S15|4f4|x} isn't locked.",{"type":"entries","name":"Fortunes of Ravenloft","page":148,"id":"4dd","entries":["If your card reading reveals that a treasure is here, the item is hidden in the straw-filled gullet of the southernmost scarecrow. If the treasure is removed from the scarecrow, seven {@creature Wight||wights} erupt from the gardens and attack. They wear tattered livery of Strahd's house."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,9,s9.%20gardens,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área S9</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um
personagem que mata o corvo é amaldiçoado. Enquanto amaldiçoado, o
personagem tem desvantagem em todas as jogadas de ataque e testes de
habilidade. Uma </span><span style="vertical-align: inherit;">magia </span></span><span style="font-size: medium;"><a data-vet-hash="greater%20restoration_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#greater%20restoration_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de restauração maior , uma magia </span></span></a><a data-vet-hash="remove%20curse_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#remove%20curse_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de remoção de maldição</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ou um efeito similar encerra a maldição.</span></span></span></p></div></div><hr class="rd__hr rd__hr--section" style="margin-left: 0px; margin-right: 0px; text-align: left;" /><div class="rd__b rd__b--0" style="text-align: justify;"><h1 class="rd__h rd__h--0" data-title-index="71" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Eventos especiais</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p155</span></span></span></span></span></h1></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Você pode usar um ou mais dos seguintes eventos especiais enquanto os personagens exploram Krezk e a abadia.</span></span></p><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="72" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Alguma coisa velha</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p155</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Este
evento pode ocorrer se os personagens não conseguirem ou não puderem
ressuscitar o filho do burgomestre, Ilya, dentre os mortos.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se estiver vivo, </span></span><span style="font-size: medium;"><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o Abade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
descobre que Ilya morreu recentemente e, em sua forma humana, visita a
cabana do burgomestre. Se um ou mais personagens estiverem lá, eles
ouvem uma batida na porta. Sem se preocupar em se apresentar, </span></span><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o Abade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
diz ao burgomestre e à sua esposa que deseja ressuscitar o filho dos
mortos. Ele afirma que os “deuses da luz” querem que a linhagem Krezkov
seja restaurada.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os
personagens podem tentar interferir na criação de Ilya Krezkov. Caso
contrário, o burgomestre desenterra o cadáver do filho. Sem precisar dos
componentes materiais necessários, </span></span><span style="font-size: medium;"><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o Abade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> lança um </span></span><a data-vet-hash="raise%20dead_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#raise%20dead_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">aumento de mortos</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , devolvendo Ilya à vida com 1 ponto de vida. Anna Krezkova elogia </span></span><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o Abade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
e Santa Markóvia por este ato generoso antes de cuidar de seu filho. O
burgomestre, com sua dor dissipada, teme ter julgado mal </span></span><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o Abade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e não ter como retribuir esse ato supremo de bondade.</span></span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="73" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Desenvolvimento</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p155</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Ilya Krezkov retorna à vida com uma forma aleatória de loucura indefinida (veja “ </span></span><span style="font-size: medium;"><a href="https://5e.tools/book.html#DMG,8,madness,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Efeitos da Loucura</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ” no capítulo 8, “Comandando o Jogo”, do </span></span><a href="https://5e.tools/book.html#DMG"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Guia do Mestre</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ). </span></span><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">O Abade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> usa a criação de Ilya como alavanca para fazer o burgomestre empreender uma missão incomum (veja “Algo Emprestado” abaixo).</span></span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="74" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Algo novo</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p155</span></span></span></span></span></h2></div><div class="rd__b rd__b--1" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os
personagens descobrem que uma mulher Krezkita chamada Dimira Yolensky
(humana não-combatente LG) está prestes a dar à luz. Uma parteira local
chamada Kretyana Dolvof ( </span></span><span style="font-size: medium;"><a data-vet-hash="commoner_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#commoner_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">plebeia</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
humana LG ) é convocada à casa da mãe para dar à luz o recém-nascido.
Na ausência de um padre, a esposa do burgomestre, Anna Krezkova, é
chamada a supervisionar o abençoado evento e a oferecer orações pela
saúde da mãe e da criança.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Dimira
dá à luz um menino saudável, mas o bebê não chora. Enquanto a mãe mima o
bebê, os personagens que obtiverem sucesso em um teste de Sabedoria CD
10 ( </span></span><span style="font-size: medium;"><span class="help help--hover" data-vet-hash="insight_phb" data-vet-is-faux-page="true" data-vet-page="skill" data-vet-source="PHB"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Intuição</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
) podem ver que Kretyana está profundamente perturbada. Se os
personagens questionarem a parteira, ela lhes diz confidencialmente:
"Essa criança não tem alma. Muito triste."</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Kretyana
foi criada para acreditar que os recém-nascidos não têm alma se não
chorarem, e ela passou a acreditar, com razão, que a maioria dos
Barovianos não tem alma.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="75" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Algo emprestado</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p155</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium;"><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">O Abade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
precisa de um vestido de noiva. Ele não confia que o povo mestiço
encontre um, então ele visita o Burgomestre Krezkov e o instrui a obter
um vestido dentro de um mês, seja como compensação por ter criado seu
filho morto (veja "Algo Velho" acima) ou sob pena de morte.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Ninguém
em Krezk consegue confeccionar tal vestido, deixando o burgomestre sem
escolha a não ser procurar outro lugar. Sua esposa, Anna, diz que
deveria liderar pessoalmente um grupo bem armado de Krezkites para o
leste, para Vallaki.</span></span></p><div style="text-align: justify;"><div class="rd__wrp-image relative" data-title-index="76">
<span style="font-size: medium;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjYvcm-q4__D6n3hY0LnPPU_j_c9fJ8ka2dwz8B2_LC874fLID9LWhNhwQaHrnjIFpEicFnE4OSXfiotFk6klyP-XjfO3pqbY2QOOrodRWQ_IypkoOKVGkg86IMJ3E2AisYAIGpEphu7Vy5fHefZSVTv4kJl9XLlZVAiNccvhbusKemR43yCXFBO5tQ9xU/s800/stahd.webp" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="800" data-original-width="600" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjYvcm-q4__D6n3hY0LnPPU_j_c9fJ8ka2dwz8B2_LC874fLID9LWhNhwQaHrnjIFpEicFnE4OSXfiotFk6klyP-XjfO3pqbY2QOOrodRWQ_IypkoOKVGkg86IMJ3E2AisYAIGpEphu7Vy5fHefZSVTv4kJl9XLlZVAiNccvhbusKemR43yCXFBO5tQ9xU/s320/stahd.webp" width="240" /></a></div></span></div><div class="rd__image-title"><div class="rd__image-title-inner"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Barão Krezkov</span></span></div></div></div><p style="text-align: justify;"><span style="font-size: medium;"><a data-vet-hash="noble_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#noble_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Anna Krezkova ( nobre</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> humana LG </span><span style="vertical-align: inherit;">) se despede do marido e sai com dois </span></span><a data-vet-hash="guard_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#guard_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">guardas</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , quatro </span></span><a data-vet-hash="commoner_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#commoner_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">plebeus</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e uma </span></span><a data-vet-hash="mule_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#mule_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">mula</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
carregada de provisões. Se os personagens estiverem presentes, o
burgomestre pede que eles providenciem escolta. Se eles concordarem,
verifique se há encontros aleatórios enquanto caminham pela Old Svalich
Road, normalmente. Se os guardas nos portões de Vallaki puderem ser
convencidos a deixá-los entrar, Anna e os personagens podem começar a
procurar um vestido de noiva ou uma costureira. As costureiras locais
estão dispostas a confeccionar um vestido por 50 PO, mas Anna não tem
dinheiro para isso e o vestido não ficará pronto a tempo. As costureiras
rapidamente apontam que a Baronesa Lydia Petrovna, esposa do
burgomestre de Vallaki, possui um lindo vestido de noiva branco (ver </span></span><a href="https://5e.tools/adventure.html#CoS,6"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 5</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><a data-vet-entry="{"type":"entries","name":"N3p. Bridal Gown and Spirit Mirror","page":108,"id":"387","entries":[{"type":"insetReadaloud","id":"388","entries":["This room smells of powder and fine perfume. A vanity with a mirror stands against one wall next to a faceless wooden mannequin wearing a white bridal gown. Mounted on another wall is a full-length mirror with a gilded frame. A door in one corner leads to a garderobe."]},"The baroness used to while away long hours in this room, fondling her perfume collection and searching for solace in her own reflection. Since her lady-in-waiting went missing several days ago, the baroness has spent almost no time here.",{"type":"entries","name":"Bridal Gown","page":108,"id":"389","entries":["The white gown stored here belongs to the baroness. It reminds her of happier times."]},{"type":"entries","name":"Magic Mirror","page":108,"id":"38a","entries":["A {@spell detect magic} spell reveals that the gilded mirror on the wall radiates an aura of conjuration magic. None of the mansion's current occupants are aware of this fact, because the mirror's magic hasn't been used in generations. Casting an {@spell identify} spell on the mirror reveals that an assassin's ghost is magically bound to it. The spell also reveals the forgotten rhyme needed to summon the ghost:",{"type":"inset","id":"38b","entries":["{@i Magic mirror on the wall},","{@i Summon forth your shade;}","{@i Night's dark vengeance, heed my call}","{@i And wield your murderous blade.}"]},"The entity in the mirror is the spirit of a nameless assassin who once belonged to a secret society called the Ba'al Verzi. If a creature speaks the rhyme while standing within 5 feet of the mirror and staring at its own reflection, the assassin's ghost appears nearby. The form that the spirit takes depends on the alignment of the one who summoned it:"]},{"type":"entries","name":"Non-evil Summoner","page":108,"id":"38c","entries":["If the summoner isn't evil, the spirit assumes solid form, appearing as a darkly handsome thirty-year-old man with bloodshot eyes. He has the statistics of an {@creature assassin} but doesn't speak, and he disappears into the ether if reduced to 0 hit points. The assassin's summoner can command him to kill one living creature within Strahd's domain that the summoner mentions by name. The assassin automatically knows the distance and direction to the named target. The assassin attacks any other creature that tries to prevent him from completing his assignment. Once he completes his task, the assassin disappears. If commanded to attack a creature that is either dead or undead, or if he isn't given an appropriate name within 1 round of being summoned, the assassin disappears.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Evil Summoner","entry":"If the summoner is evil, the ghost manifests as a pair of floating, bloodshot eyes and strong, spectral hands. The hands try to wrap themselves around the summoner's neck. The spectral eyes and hands have the statistics of a {@creature ghost}, but without the Etherealness and Possession actions. The ghost attacks its summoner until one or the other drops to 0 hit points, at which point it disappears."}]},"Once the power of the mirror is used, the mirror becomes dormant until the next dawn. The mirror has AC 10, 5 hit points, and immunity to poison and psychic damage. Destroying it lays the assassin's spirit to rest, causing the manifestation to disappear if it is present.","The mirror corrupts those who use it to do evil. Summoning the assassin isn't evil, but using him to commit murder is. Each time a creature uses the mirror for this purpose, there is a cumulative {@chance 25|25 percent} chance that the creature's alignment shifts to neutral evil.","If a character touches the mirror and speaks Strahd's name, there is a {@chance 50|50 percent} chance that Strahd takes notice and appears on the mirror's surface. In this form, the vampire can't be harmed. He tries to charm one humanoid he can see within 30 feet of the mirror. Whether the target resists the effect or not, Strahd's smiling visage invites the characters to dine at Castle Ravenloft, then fades away. A creature {@condition charmed} by Strahd feels compelled to accept the vampire's invitation."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":1}" href="https://5e.tools/adventure.html#cos,6,n3p.%20bridal%20gown%20and%20spirit%20mirror,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área N3p</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
). A baronesa, ansiosa por agradar, está disposta a desistir do vestido
por uma boa causa, embora o marido não permita e se importe menos com
os problemas de Krezk.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se
os personagens não acompanharem Anna em sua busca, sua expedição será
vítima dos perigos da natureza selvagem e nunca mais retornará. Krezkov
envia mais aldeões para encontrá-los, e esses aldeões também estão
perdidos. Não querendo arriscar mais vidas, Krezkov visita a abadia pela
primeira vez na vida e faz um apelo desesperado ao </span></span><span style="font-size: medium;"><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Abade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , que ignora o apelo. Os personagens podem acompanhar o burgomestre até a abadia ou escutar a conversa do burgomestre com </span></span><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o Abade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . Se o fizerem, ouvirão </span></span><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o Abade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> prometer "retribuição divina" como punição.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Na noite seguinte à visita do burgomestre, </span></span><span style="font-size: medium;"><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o Abade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> liberta todos os mestiços do hospício da abadia ( </span></span><a data-vet-entry="{"type":"entries","name":"S15. Madhouse","page":151,"id":"4f4","entries":[{"type":"insetReadaloud","id":"4f5","entries":["This lightless corridor has multiple doors behind which lie creatures that shatter the quiet with their mad cackles and whispered curses. The stench is overpowering."]},"Before he set out to create a bride for Strahd, {@creature the Abbot|CoS} tried his hand at creating a more rudimentary golem. This creature paces the hall, tirelessly guarding the abbey's madhouse and making sure no mongrelfolk escape. When the characters first see the golem, read:",{"type":"insetReadaloud","id":"4f6","entries":["Even in the gloom, you can make out a monstrous shape lumbering down the hall. When the darkness can no longer hide its true nature, your eyes are treated to a terrifying, 7-foot-tall assemblage of human body parts."]},"This {@creature flesh golem} attacks anyone who isn't in the company of {@creature the Abbot|CoS} or {@creature Clovin Belview|CoS}.","None of the doors leading from the hall are locked. If the characters open any and look inside, they see that the rooms on each side of the hall are dimly lit by natural light that filters through dirty, shuttered windows. The door at the east end of the hall leads outside and can be pulled open to reveal the gardens ({@area area S9|4da|x}).","The sixty {@creature mongrelfolk|CoS} confined here are fed at irregular intervals by {@creature Clovin Belview|CoS}. Dinner is foretold by the ringing of the abbey bell ({@area area S17|50b|x}). These mongrelfolk aren't {@condition restrained}, but they refuse to leave their rooms for fear of being killed by the golem or cast out of the abbey and forced to fend for themselves. In addition to a dagger, each mongrelfolk has its own wooden soup bowl.",{"type":"entries","name":"S15a. Fearful Mongrelfolk","page":151,"id":"4f7","entries":[{"type":"insetReadaloud","id":"4f8","entries":["This room was once a shared bedchamber, but its furnishings have been destroyed. Three shrieking mongrels cower in the shadowy northwest corner. One of them cradles something shiny."]},"Three {@creature mongrelfolk|CoS} are confined here. One of them cradles a polished brass candlestick as if it was a doll. Any attempt to take it causes the mongrelfolk to attack."]},{"type":"entries","name":"S15b. Quarreling Mongrelfolk","page":152,"id":"4f9","entries":[{"type":"insetReadaloud","id":"4fa","entries":["Four mongrel creatures brawl amid the wreckage of this bedchamber while a fifth watches and cackles behind a life-sized, painted wooden statue of a saintly woman in robes."]},"Five {@creature mongrelfolk|CoS} are confined here. The four that are fighting aren't trying to kill each other, but they are trying to assert dominance. They stop fighting if a character separates them.","The statue is a little over 5 feet tall and carved from a single piece of wood. It depicts Saint Markovia. Close inspection reveals that it is covered with bite marks."]},{"type":"entries","name":"S15c. Incanting Mongrelfolk","page":152,"id":"4fb","entries":[{"type":"insetReadaloud","id":"4fc","entries":["Seven mongrels are seated in the middle of this room, forming a ring. They appear to be chanting a spell."]},"These seven {@creature mongrelfolk|CoS} are trying to cast a spell that will cause the abbey's bell to ring, so that dinner will be served. They are speaking nonmagical gibberish."]},{"type":"entries","name":"S15d. Hungry Mongrelfolk","page":152,"id":"4fd","entries":[{"type":"insetReadaloud","id":"4fe","entries":["Nine mongrel creatures stand in the middle of this room, staring at the doorway in silence with hungry looks in their eyes."]},"These nine {@creature mongrelfolk|CoS} haven't been fed in days because Clovin doesn't like them. They try to kill and devour any character who sets foot in the room."]},{"type":"entries","name":"S15e. Mongrelfolk Horde","page":152,"id":"4ff","entries":[{"type":"insetReadaloud","id":"500","entries":["This room is packed wall to wall with mongrels wallowing in their own filth. The floor is strewn with gnawed bones."]},"Sixteen screaming {@creature mongrelfolk|CoS} are confined here. The bones are all that remain of mongrelfolk who perished and were eaten. The survivors beg for food."]},{"type":"entries","name":"S15f. Singing and Dancing Mongrelfolk","page":152,"id":"501","entries":[{"type":"insetReadaloud","id":"502","entries":["Eight mongrels caper about the wreckage of this bedchamber while singing a rhyme. One of them holds up a glittering gold statuette as it leads this mad parade."]},"The eight {@creature mongrelfolk|CoS} sing the following rhyme:","{@i The devil dwells in his dark house,}","{@i Upon the misty pillar.}","{@i First he'll taste her sweet, sweet blood,}","{@i And then he'll have to kill her.}","They weep if their treasure is taken from them.",{"type":"entries","name":"Treasure","page":152,"id":"503","entries":["The golden statuette depicts Saint Markovia and is worth 250 gp. It grants any good-aligned creature that carries it a +1 bonus to saving throws."]}]},{"type":"entries","name":"S15g. Mongrelfolk Babies","page":152,"id":"504","entries":[{"type":"insetReadaloud","id":"505","entries":["Filthy mongrels cradle screaming young in the debris-strewn corners of this room while several more hoot, holler, roll on the floor, and whack each other with sticks."]},"This room contains ten {@creature mongrelfolk|CoS}, three of which are tending to noncombatant mongrelfolk babies."]},{"type":"entries","name":"S15h. Mongrelfolk Fort","page":152,"id":"506","entries":[{"type":"insetReadaloud","id":"507","entries":["This room contains a fort made out of piled bits of shattered furniture and torn draperies. From within the fort, you hear a mischievous cackle."]},"Two {@creature mongrelfolk|CoS} live in the \"fort\" but refuse to come out unless baited with food. While hidden under the wreckage, they have three-quarters cover."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,9,s15.%20madhouse,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área S15</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
) e os envia para a aldeia. Eles roubam porcos, galinhas e qualquer
outra coisa que seja comestível. Nenhum dos aldeões é ferido, mas seus
suprimentos de comida estão esgotados e </span></span><span class="roller render-roller" data-packed-dice="{"type":"dice","rollable":true,"toRoll":"2d6","displayText":"2d6"}" title="Clique para rolar. SHIFT/CTRL para rolar duas vezes."><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">2d6</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
mestiços são mortos. Os mestiços sobreviventes retornam à abadia com
seu saque. O burgomestre fica tão perturbado que alguns dias depois se
enforca nas vigas de sua casa.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os personagens podem impedir que tudo isso aconteça entregando o vestido ao </span></span><span style="font-size: medium;"><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Abade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . Eles também podem impedir o caos detendo os mestiços enquanto eles descem da abadia ou matando </span></span><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o Abade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> de antemão.</span></span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="77" data-title-relative-index="1"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Desenvolvimento</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p156</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se o vestido de noiva de Lydia Petrovna for entregue ao </span></span><span style="font-size: medium;"><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Abade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
, ele honrará qualquer acordo que tenha feito com os personagens. Se os
personagens recorrerem a truques mágicos (por exemplo, criar uma
vestimenta ilusória), </span></span><a data-vet-hash="the%20abbot_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#the%20abbot_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o Abade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> se tornará hostil com eles assim que o engano for revelado.</span></span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="78" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Algo azul</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p156</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Este encontro ocorre se os personagens trouxerem </span></span><span style="font-size: medium;"><a data-vet-hash="ireena%20kolyana_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#ireena%20kolyana_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Ireena Kolyana</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> para Krezk, como sugeriu o sacerdote </span></span><a data-vet-hash="donavich_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#donavich_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Donavich</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (veja </span></span><a href="https://5e.tools/adventure.html#CoS,4"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 3</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><a data-vet-entry="{"type":"entries","name":"E5f. Chapel","page":46,"id":"15f","entries":[{"type":"insetReadaloud","id":"160","entries":["The chapel is a shambles, with overturned and broken pews littering the dusty floor. Dozens of candles mounted in candlesticks and candelabras light every dusty corner in a fervent attempt to rid the chapel of shadows. At the far end of the church sits a claw-scarred altar, behind which kneels a priest in soiled vestments. Next to him hangs a long, thick rope that stretches up into the bell tower."]},"If the characters have not already entered the undercroft, add:",{"type":"insetReadaloud","id":"161","entries":["From beneath the chapel floor, you hear a young man's voice cry out, \"Father! I'm starving!\""]},{"type":"image","href":{"type":"internal","path":"adventure/CoS/020-cos03-07.webp"},"title":"{@creature Donavich|CoS}","width":853,"height":1000},"{@creature Donavich|CoS} (LG male human {@creature acolyte}) has been praying throughout the night. His voice is hoarse and weak. He is, in a word, insane. A little more than a year ago, his twenty-year-old son {@creature Doru|CoS} and several other villagers stormed Castle Ravenloft in revolt, having been lured there by a wizard in black robes who came to Barovia from a faraway land (see {@adventure chapter 2|CoS|3}, {@area area M|126|x}, for more information on the wizard). By all accounts, the wizard died by Strahd's hand, and so too did {@creature Doru|CoS}, who returned to his father as a vampire spawn. {@creature Donavich|CoS} was able to trap his son in the church's undercroft, where he remains to this day.","{@creature Doru|CoS} hasn't fed since he was imprisoned, and he cries out to his father at all hours. Meanwhile, {@creature Donavich|CoS} prays day and night, hoping that the gods will tell him how to save {@creature Doru|CoS} without destroying him. If the characters seem intent on slaying {@creature Doru|CoS}, {@creature Donavich|CoS} does his best to stop them. If {@creature Doru|CoS} dies, {@creature Donavich|CoS} falls to the floor and weeps inconsolably, overcome with despair.","In addition to the lore known to all Barovians (see \"{@area Barovian Lore|0ad|x}\" in chapter 2), {@creature Donavich|CoS} knows the following useful information:",{"type":"list","items":["{@creature Ireena Kolyana|CoS} isn't the natural daughter of Kolyan Indirovich. Although Ireena never knew, Kolyan found her at the edge of the Svalich Woods near the Pillarstone of Ravenloft. She was but a girl then and seemed to have no memory of her past. Kolyan adopted her and loved her dearly.","Every night at midnight, the spirits of dead adventurers rise up out of the church graveyard, forming a silent procession as they walk the road toward Castle Ravenloft. (See \"{@area March of the Dead|16a|x}\" in the \"Special Events\" section at the chapter's end.)"]},{"type":"entries","name":"Funeral for the Burgomaster","page":47,"id":"162","entries":["If the characters bring Kolyan Indirovich's body to the church, {@creature Donavich|CoS} presses the characters into helping him bury the burgomaster in the cemetery ({@area area E6|166|x}) at dawn. During the burial, {@creature Donavich|CoS} offers prayers to the Morninglord in exchange for Kolyan Indirovich's deliverance from Barovia.","Once Kolyan is put in the ground, {@creature Donavich|CoS} suggests that Ireena be taken as far from Castle Ravenloft as possible. He proposes that the characters take her to the Abbey of Saint Markovia in Krezk ({@adventure chapter 8|CoS|9}) or, failing that, the fortified town of Vallaki ({@adventure chapter 5|CoS|6}). {@creature Donavich|CoS} is unaware that the abbey, once a bastion of good, has become a den of evil."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":1}" href="https://5e.tools/adventure.html#cos,4,e5f.%20chapel,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área E5f</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Ireena ouve uma voz gentil chamando por ela. Isso a leva até a beira do tanque abençoado ( </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"S4. Pool and Shrine","page":146,"id":"4c9","entries":[{"type":"insetReadaloud","id":"4ca","entries":["Even under gray skies, this pool at the north end of the village shimmers and sparkles. Near its shore sits an old gazebo on the verge of collapse. A wooden statue of a mournful, bare-chested man, its paint chipped and faded, stands in the gazebo with arms outstretched, as though waiting to be embraced."]},"The pool is fed by an underground spring and was blessed long ago by Saint Markovia. Its waters defy corruption, and anyone who drinks from it for the first time gains the benefit of a {@spell lesser restoration} spell. (The water once had even greater magic but has weakened over the years.) The water otherwise tastes sweet and fresh.","The gazebo is so frail that it wouldn't take more than a strong wind to knock it over. It remains standing because it's protected from the elements by the surrounding trees, walls, and cliffs. The statue is a depiction of the Morninglord, positioned so that he is reaching toward the east (the dawn). Locals refer to the statue and gazebo as the Shrine of the White Sun, though they have no idea why their ancestors named it so.",{"type":"entries","name":"Fortunes of Ravenloft","page":146,"id":"4cb","entries":["If your card reading reveals that a treasure is here, the item is hidden under the gazebo. The gazebo must be torn down to reach it, and doing that doesn't sit well with the locals. If the characters damage the gazebo and don't repair it, any Charisma checks they make to shift the attitudes of the villagers have disadvantage."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,9,s4.%20pool%20and%20shrine,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área S4</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ). Se os personagens a seguirem, leia:</span></span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Quando
Ireena chega à beira da piscina, uma imagem aparece em suas águas azuis
cintilantes: um jovem bonito, de aparência gentil e nobre. A tristeza
em seus olhos se transforma em alegria repentina.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">"Tatiana!" ele diz. "Já faz tanto tempo! Venha, meu amor. Vamos finalmente ficar juntos."</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Ireena
engasga e coloca a mão no coração. "Meu amado Sergei! Em vida, você foi
um príncipe e um homem de fé. Nós nos casaríamos há muito tempo. Este
lago abençoado chamou seu espírito para mim?" Ela alcança a superfície
da água quando uma mão d'água se levanta para pegar a dela.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se
os personagens intervierem, puxando Ireena para longe das garras da
água, a mão afunda de volta na piscina, a imagem de Sergei desaparece e
ela chora enquanto grita o nome dele.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se os personagens permitirem que ela segure a mão, leia:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Ireena
é puxada para dentro da piscina e abraça Sergei sob as ondas. Você
nunca viu um casal mais feliz quando ambos começaram a desaparecer de
vista.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O espírito de Sergei leva Ireena para um lugar onde Strahd não pode machucá-la. Ela está segura com ele.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Quer Sergei leve Ireena ou não, Strahd sente que os dois se encontraram. Ele reage da seguinte forma:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
estrondo de um trovão sacode a terra e as nuvens escuras se fundem em
um rosto terrível. Uma voz profunda e sombria vinda de além das
montanhas grita: "Ela é minha!" Um terrível estalo ressoa quando um raio
azul corta o céu e atinge a piscina.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Cada criatura a até 4,5 metros da piscina deve ser bem sucedida num teste de Destreza CD 17 ou será </span></span><span style="font-size: medium;"><a data-vet-hash="prone_phb" data-vet-page="conditionsdiseases.html" data-vet-source="PHB" href="https://5e.tools/conditionsdiseases.html#prone_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">derrubada</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
. A explosão também derruba o antigo mirante. Uma criatura na água
quando o raio atinge deve fazer um teste de resistência de Constituição
CD 17, sofrendo 44 ( </span></span><span class="roller render-roller" data-packed-dice="{"type":"dice","rollable":true,"toRoll":"8d10","displayText":"8d10"}" title="Clique para rolar. SHIFT/CTRL para rolar duas vezes."><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">8d10</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) de dano elétrico se falhar na resistência, ou metade do dano se obtiver sucesso.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
ira de Strahd destrói a bênção da piscina, tornando suas águas
não-mágicas e impedindo que o espírito de Sergei se manifeste nelas
novamente.</span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="79" data-title-relative-index="2"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Desenvolvimento</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p156</span></span></span></span></span></h3></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se
Sergei e Ireena forem reunidos, Ireena não estará mais ao alcance de
Strahd. Strahd culpa os personagens por sua perda e busca destruí-los a
partir deste momento. Não muito tempo depois, ele faz com que um de seus
servos entregue uma carta aos personagens, convidando-os para irem ao
Castelo Ravenloft. Se os personagens </span><span style="vertical-align: inherit;">abrirem </span><span style="vertical-align: inherit;">e lerem a carta, mostre aos jogadores o “ </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"section","name":"Strahd's Invitation","page":251,"id":"7f1","entries":[{"type":"insetReadaloud","id":"7f2","entries":["My friends,","Know that it is I who have brought you to this land, my home, and know that I alone can release you from it. I bid you dine at my castle so that we can meet in civilized surroundings. Your passage here will be a safe one. I await your arrival.","Your host, {@creature Strahd von Zarovich|CoS}"]},{"type":"image","href":{"type":"internal","path":"adventure/CoS/211-f2.webp"},"width":2646,"height":1536}]}" data-vet-opts="{"isLargeBookContent":true,"depth":-1}" href="https://5e.tools/adventure.html#cos,23,strahd's%20invitation,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Convite de Strahd</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ” no </span></span><a href="https://5e.tools/adventure.html#CoS,23"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">apêndice F.</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> Se os personagens seguirem em direção ao castelo, eles não terão encontros aleatórios ameaçadores no caminho.</span></span></span></p><script src="moz-extension://bc13062b-f7c1-4af4-b79f-2ba1c15249cb/js/app.js" type="text/javascript"></script><script src="moz-extension://bc13062b-f7c1-4af4-b79f-2ba1c15249cb/js/app.js" type="text/javascript"></script>Jfjuniorhttp://www.blogger.com/profile/06489839029081384326noreply@blogger.com0tag:blogger.com,1999:blog-1888798435178792165.post-68940986558953175082024-02-13T13:59:00.001-03:002024-02-13T13:59:16.338-03:00Conte histórias fantásticas na Terra Média<div class="message-content js-messageContent">
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<span style="font-size: medium;">Os jogos licenciados são uma faca de dois gumes para os Game Masters. </span></span><span style="font-size: medium; vertical-align: inherit;">Por um lado, a construção do mundo está concluída e os jogadores aderiram a um cenário que adoram. </span><span style="font-size: medium; vertical-align: inherit;">Por outro lado, pode ser difícil criar aventuras que pareçam importantes para o cenário. </span><span style="font-size: medium; vertical-align: inherit;">Como os jogadores podem se sentir heróis se o destino do grande vilão já é conhecido? </span><span style="font-size: medium; vertical-align: inherit;">Uma das formas de responder a esta questão é situar o jogo num período entre fontes oficiais. </span></span><span style="font-size: medium;"><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">O clássico RPG Star Wars</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> da West End Games </span><span style="vertical-align: inherit;">fez isso inicialmente colocando seu jogo entre os dois primeiros filmes. </span><span style="vertical-align: inherit;">A Free League fez o mesmo com </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">O Um Anel</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , colocando-o entre </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">O Hobbit</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">O Senhor dos Anéis</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . </span></span><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://freeleaguepublishing.com/shop/the-one-ring/tales-from-the-lone-lands/" rel="nofollow ugc noopener" target="_blank"><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Tales From The Lone-Lands</span></span></i></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
oferece seis histórias ambientadas neste vazio frutífero com uma
mistura de histórias únicas e uma curta campanha para os
jogadores-heróis iniciarem. </span><span style="vertical-align: inherit;">A Free League enviou uma cópia de revisão para eu verificar. </span><span style="vertical-align: inherit;">As aventuras me deram vontade de cantar uma música épica sobre elas? </span><span style="vertical-align: inherit;">Vamos brincar para descobrir. </span></span><br /><br /><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
Gareth Hanrahan é creditado como o designer principal do livro. </span><span style="vertical-align: inherit;">Está estruturado de uma forma que me lembra como os programas de TV acontecem. </span><span style="vertical-align: inherit;">Há uma história abrangente, mas também há episódios únicos não relacionados que aliviam um pouco a tensão do enredo principal. </span><span style="vertical-align: inherit;">O
enredo principal tem tudo o que você esperaria de uma história da Terra
Média: uma linhagem perdida há muito tempo, um item mágico a ser
encontrado, um mal antigo a ser vencido e assim por diante. </span><span style="vertical-align: inherit;">Os
episódios independentes oferecem histórias mais compactas que se
conectam com elementos previamente estabelecidos nos livros ou em </span></span><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Ruins of the Lost Realm</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . </span><span style="vertical-align: inherit;">Essas histórias são muito mais fáceis de inserir em uma campanha contínua. </span></span><br /><br /><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
O livro oferece opções para ajudar Loremasters a encaixar essas histórias em seus jogos. </span><span style="vertical-align: inherit;">Cada
aventura tem sugestões alternativas de abertura e há uma seção sobre
como escolher o personagem certo para ser o Herdeiro conectado ao enredo
maior. </span><span style="vertical-align: inherit;">Agradeço opções como essa, mas gostaria de ter visto mais na outra direção. </span><span style="vertical-align: inherit;">Eu queria mais maneiras para o Loremaster tecer prenúncios e elementos da história principal nos episódios independentes. </span><span style="vertical-align: inherit;">Há
também alguns momentos em que o designer bloqueia uma opção que parecia
um pouco chocante depois de tantas sugestões em aberto. </span></span><br /><br /><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Seguem spoilers das aventuras. </span><span style="vertical-align: inherit;">Se
você não quiser saber os detalhes, aqui está minha conclusão do livro:
gostei de Tales From The Lone-Lands como uma boa campanha curta para The
One Ring, mas o desejo de manter as coisas em aberto impede que seja
uma ótima campanha. um.</span></span></b><br /><br /><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
O livro começa com “A Troll-Hole If There Ever
Was One”, que mostra os jogadores no The Prancing Pony apenas o tempo
suficiente para serem atraídos para uma aventura por um anão gregário. </span><span style="vertical-align: inherit;">Claro, todos vocês se encontrarem em uma pousada é clichê, mas esta é a pousada de onde nasceu esse clichê, o que é legal. </span><span style="vertical-align: inherit;">Acrescenta
um pouco de sabor à aventura que importa outro clichê de jogo de um
gênero diferente: o Sr. Johnson está tentando matar você. </span><span style="vertical-align: inherit;">O anão continua contratando aventureiros para liderar uma emboscada de Trolls para que os Trolls possam comê-los em vez dele. </span><span style="vertical-align: inherit;">As
complicações surgem quando os heróis descobrem que há alguns inocentes
na despensa do Troll, então eles não podem simplesmente entrar no modo
de batalha total. </span><span style="vertical-align: inherit;">Esta foi
provavelmente a minha aventura menos favorita do set, já que se inclina
para alguns tropos que eu pensei que já estavam mortos há muito tempo. </span></span><br /><br /><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
“Messing About In Boats” dá início ao enredo
principal enviando os heróis para uma ilha onde se descobre que eles
descendem de um herói antigo que não derrotou completamente o mal que
são conhecidos por derrotar. </span><span style="vertical-align: inherit;">Acrescenta
um sabor excelente à campanha mais longa, mesmo que eu desejasse que
houvesse uma discussão mais ampla sobre como fazer o Herdeiro de
qualquer uma das culturas do jogo. </span><span style="vertical-align: inherit;">Existem também algumas regras de viagem para viagens marítimas que expandem uma das partes mais interessantes do jogo. </span></span><br /><br /><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
“Kings of Little Kingdoms” é minha aventura
favorita da coleção e não acho que seja por acaso que também seja a mais
engraçada. </span><span style="vertical-align: inherit;">Um fora-da-lei tem a brilhante ideia de fingir que é Gandalf para que o velho bruxo seja culpado por seus crimes. </span><span style="vertical-align: inherit;">A
história está cheia de personagens mal-humorados e mal-entendidos
estranhos que a fazem parecer diferente das outras histórias do volume. </span><span style="vertical-align: inherit;">Também parece colocado no meio porque a segunda metade escurece. </span></span><br /><br /><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
A mais longa das aventuras independentes, “Not To Strike Without Need” tem quase um toque ocidental. </span><span style="vertical-align: inherit;">Envolve
um Ranger, um criminoso e os jogadores presos entre a necessidade do
criminoso ajudar um amigo e o Ranger que precisa do criminoso para
proteger um membro da família. </span><span style="vertical-align: inherit;">Esta aventura trata de Tharbad, que foi detalhado mais detalhadamente em Ruínas do Reino Perdido. </span><span style="vertical-align: inherit;">Será muito mais útil para quem possui esse livro, mas mesmo sem esses detalhes, ele pode parecer um pequeno thriller tenso.</span></span><br /><br /><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
A trama principal muda com “Maravilha do Mundo do
Norte”, que coloca os jogadores no encalço de um exército de orcs
depois de massacrarem um assentamento de anões. </span><span style="vertical-align: inherit;">O
líder dos orcs é retratado como um grande vilão com o terrível cartão
de visita de decepar as mãos de qualquer um que se oponha a ele na
batalha. </span><span style="vertical-align: inherit;">Os orcs são
fortalecidos pelas forças das trevas enfrentadas no cenário final, então
eliminá-los colocou os heróis no caminho para o conflito final. </span><span style="vertical-align: inherit;">Há uma mudança que eu provavelmente faria, no entanto. </span><span style="vertical-align: inherit;">Eu manteria o líder vivo e capturado com o exército para dar aos jogadores um pouco mais de urgência em persegui-los. </span><span style="vertical-align: inherit;">Qualquer
informação necessária sobre sua terrível cena de execução no original
poderia ser entregue tão facilmente quanto os últimos suspiros de outro
anão. </span></span><br /><br /><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
Tudo vem à tona em “The Quest of Amon Guthros”. </span><span style="vertical-align: inherit;">Esta aventura é uma masmorra bastante tradicional e se beneficia ao máximo do formato baseado em localização da Liga Livre. </span><span style="vertical-align: inherit;">Há
muitas criaturas mortas-vivas para lutar e enganar e até mesmo um poço
escuro onde algo ou alguém pode ser jogado para salvar o dia. </span><span style="vertical-align: inherit;">Aqui,
as múltiplas opções funcionam a favor do livro, já que o final do jogo
oferece muitas opções para derrotar o grande mal, incluindo o uso do
item mágico, um auto-sacrifício heróico ou até mesmo a chegada do
patrono do jogador para salvar o dia. </span></span><br /><br /><a class="link link--external" href="https://translate.google.com/website?sl=en&tl=pt&hl=pt-BR&prev=search&u=https://freeleaguepublishing.com/shop/the-one-ring/tales-from-the-lone-lands/" rel="nofollow ugc noopener" target="_blank"><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Tales of the Lone-Lands</span></span></i></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> oferece uma mini campanha sólida, embora seja muito melhor para Loremasters que também têm Ruins of the Lost Realm. </span><span style="vertical-align: inherit;">Juntar os livros proporciona muitas aventuras na Terra Média, mesmo que algumas sejam melhores que outras.
</span></span></span></div>
</div></article></div></div><script src="moz-extension://bc13062b-f7c1-4af4-b79f-2ba1c15249cb/js/app.js" type="text/javascript"></script>Jfjuniorhttp://www.blogger.com/profile/06489839029081384326noreply@blogger.com0tag:blogger.com,1999:blog-1888798435178792165.post-2583375913761599142024-02-13T12:14:00.003-03:002024-02-20T08:44:32.920-03:00A maldição de Strahd Capítulo VII: Argynvostholt<p style="text-align: left;"></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;"></span></span></p><div class="separator" style="clear: both; text-align: center;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgyPtX0ee56BddVUvVrfVfS81XRCmLOQqr4ZLJWqVrGixBLumv9J_PmPhfFo31uyJj7BPIGj2w1fKeu-vi70IeKuBTAhsnIydFTpWleym9zWGj2MAbTIgEV332ZKFFJDk3mhNsmNrP7sfTeAmqnFjLptii6wOzbiGi5V0E4zm0oL8-iZNz6Dlg-bg9yP80/s771/strahd.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="771" data-original-width="768" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgyPtX0ee56BddVUvVrfVfS81XRCmLOQqr4ZLJWqVrGixBLumv9J_PmPhfFo31uyJj7BPIGj2w1fKeu-vi70IeKuBTAhsnIydFTpWleym9zWGj2MAbTIgEV332ZKFFJDk3mhNsmNrP7sfTeAmqnFjLptii6wOzbiGi5V0E4zm0oL8-iZNz6Dlg-bg9yP80/w638-h640/strahd.JPG" width="638" /></a></span></span></div><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;"> </span></span><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;"></span></span><p></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Quando
Strahd levou seus inimigos para o vale há muito tempo, determinado a
aniquilá-los, a última coisa que esperava encontrar era um dragão
prateado.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
dragão, que se autodenominava Argynvost, chegara ao vale anos antes
disfarçado de um nobre chamado Lorde Argynvost. O dragão não residia no
vale apenas por causa de sua beleza idílica. Ele conhecia um lugar
chamado Templo de Âmbar – um repositório de poder maligno guardado pelas
forças do bem. Argynvost queria ter certeza de que o que quer que
estivesse preso dentro do Templo de Âmbar não pudesse escapar, então ele
construiu sua mansão fortificada, Argynvostholt, nas proximidades.</span></span></p><div class="float-clear" style="text-align: justify;"></div><div style="text-align: justify;"><div class="rd__wrp-image relative">
<span style="font-size: medium;"><a href="https://5e.tools/img/adventure/CoS/075-cos07-01.webp" rel="noopener noreferrer" target="_blank">
</a></span>
</div></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Como
muitos dragões de prata, Argynvost era extraordinariamente rico e se
sentia confortável vivendo entre os humanos disfarçado como um deles.
Ele usou seus recursos para atrair outros campeões do bem, e cavaleiros
valorosos reuniram-se no vale para se juntarem à prestigiada Ordem do
Dragão de Prata de Lorde Argynvost. Somente aqueles que foram iniciados
na ordem foram informados da verdadeira natureza de Lord Argynvost.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Durante
a guerra entre Strahd e seus inimigos, a Ordem do Dragão de Prata
expulsou os malfeitores que procuravam o Templo de Âmbar. Também abrigou
os inimigos de Strahd e provou ser mais do que páreo para os soldados
cansados da batalha de Strahd. Mas as primeiras vitórias da ordem não
venceram a guerra. Mesmo com Argynvost ao seu lado, os cavaleiros foram
finalmente derrotados quando os reforços de Strahd invadiram o vale.
Essas forças mataram o último dos cavaleiros e lutaram contra o dragão
dentro de Argynvostholt. Depois que o dragão foi morto, Strahd teve seu
cadáver despedaçado, despojado até os ossos e transportado para o
Castelo Ravenloft como troféu.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Desde
a morte do dragão, Argynvostholt tornou-se uma ruína assombrada, um
antigo bastião de nobreza e luz transformado num lugar de desolação e
agitação.</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Eu
estava olhando para homens mortos. Antes que passasse mais uma hora, eu
os enviaria chorando a caminho do inferno podre. Todos eles.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">- </span></span><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Strahd von Zarovich</span></span><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;"> em I, Strahd: As Memórias de um Vampiro</span></span></p></div><hr class="rd__hr rd__hr--section" style="margin-left: 0px; margin-right: 0px; text-align: left;" /><div class="rd__b rd__b--0" style="text-align: justify;"><h1 class="rd__h rd__h--0" data-title-index="2" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">A Ordem do Dragão Prateado</span></span></span><span class="ve-flex-vh-center"> </span></span></h1></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A morte de Argynvost enfureceu o espírito de </span></span><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Vladimir Horngaard</span></span><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">
, o maior dos cavaleiros do dragão. Horngaard retornou como um fantasma
e jurou vingar a destruição da ordem. Seu zelo foi tão grande que
também trouxe de volta o ânimo de vários outros cavaleiros, que surgiram
como revenants sob o comando de Vladimir.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os
vingativos revenants mataram muitos dos soldados de Strahd, e sempre
que os cavaleiros mortos-vivos eram abatidos, seus espíritos encontravam
novos cadáveres para habitar. Embora os cavaleiros estivessem em grande
desvantagem numérica, eles travaram uma guerra durante meses e mataram
centenas de inimigos.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Quando
Strahd morreu e se tornou um vampiro, os cavaleiros de Vladimir
deveriam ter ido para o descanso eterno, mas seus espíritos não podiam
deixar o domínio de Strahd. Eles marcharam para o Castelo Ravenloft e
foram confrontados pela vidente Vistani, </span></span><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Madame Eva</span></span><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">
, que lhes disse que Strahd havia morrido, apenas para se tornar um
prisioneiro em sua própria terra, atormentado pela morte de sua amada
Tatyana e pelo assassinato de seu irmão Sergei.</span></span></p><div style="text-align: justify;"><div class="rd__wrp-image relative">
<span style="font-size: medium;"><a href="https://5e.tools/img/adventure/CoS/076-cos07-02.webp" rel="noopener noreferrer" target="_blank">
</a></span>
</div></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Depois
de receber a notícia, Vladimir cessou seu avanço e conduziu seus
cavaleiros de volta a Argynvostholt. Ele percebeu que Strahd já havia
morrido e sido condenado a um inferno criado por ele mesmo. Sem ter para
onde ir e nada mais para fazer, Vladimir ordenou que seus cavaleiros
matassem os agentes de Strahd e qualquer outra pessoa que pudesse ajudar
a aliviar o tormento de Strahd. Consumidos pelo ódio, os cavaleiros
perderam a honra e a nobreza. A redenção deles depende de Vladimir
conseguir deixar de lado esse ódio. O cavaleiro morto-vivo pode ser
encontrado meditando nas ruínas de Argynvostholt.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
espírito do dragão Argynvost também não está em repouso. Ele pode
sentir que os cavaleiros foram corrompidos e alcança os personagens,
esperando que eles ajudem os cavaleiros a encontrar a paz. Se os
personagens recuperarem o crânio do dragão do Castelo Ravenloft e
colocá-lo no mausoléu de Argynvostholt, o espírito do dragão ascende à
torre mais alta da mansão e se transforma em um farol de luz que brilha
através da Baróvia. A luz do farol lembra </span></span><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Vladimir Horngaard</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> do que ele perdeu, permitindo que ele e seus companheiros cavaleiros abandonem o ódio e encontrem redenção e descanso.</span></span></span></p><div class="rd__b-special rd__b-inset" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset" data-title-index="3" data-title-relative-index="0"><h4 class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Regressos da Baróvia</span></span></h4></span></span></div><div class="rd__b rd__b--0" style="text-align: justify;"><div class="rd__b-special rd__b-inset"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um </span></span><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">revenant</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , conforme descrito no </span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Manual dos Monstros</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
, tem um ano para realizar sua vingança antes que seu corpo se
transforme em pó e sua alma entre na vida após a morte. Na Baróvia,
entretanto, um revenant pode permanecer em seu corpo indefinidamente e,
uma vez que tenha colhido sua vingança, sua alma permanece presa na
Baróvia.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se
o corpo de um revenant for destruído antes de sua vingança ser
cumprida, seu espírito procura um novo cadáver ou esqueleto para animar.
Para determinar onde o novo corpo do revenant surge, jogue um </span></span><span style="font-size: medium;"><span class="roller render-roller" data-packed-dice="{"type":"dice","rollable":true,"toRoll":"d20","displayText":"d20"}" title="Clique para rolar. SHIFT/CTRL para rolar duas vezes."><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">d20</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e consulte a tabela a seguir.</span></span></span></p></div><table class="w-100 rd__table stripe-odd-table" style="margin-left: 0px; margin-right: 0px; text-align: left;"><thead><tr><th class="col-2 ve-text-center" data-rd-isroller="true"><span style="font-size: medium;"><span class="roller render-roller" data-packed-dice="{"type":"dice","rollable":true,"toRoll":"d20","displayText":"d20"}" title="Clique para rolar. SHIFT/CTRL para rolar duas vezes."><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">d20</span></span></span></span></th><th class="col-10" data-rd-isroller="false"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Localização do cadáver</span></span></th></tr></thead><tbody><tr><td class="col-2 ve-text-center" data-roll-max="4" data-roll-min="1"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">1-4</span></span></td><td class="col-10"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Cemitério da Vila da Baróvia ( </span></span><span style="font-size: medium;"><a href="https://5e.tools/adventure.html#CoS,4"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">cap. 3</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><a data-vet-entry="{"type":"entries","name":"E6. Cemetery","page":48,"id":"166","entries":[{"type":"insetReadaloud","id":"167","entries":["A fence of wrought iron with a rusty gate encloses a rectangular plot of land behind the dilapidated church. Tightly packed gravestones shrouded by fog bear the names of souls long passed. All seems quiet."]},"During daytime, the cemetery is a still and peaceful place. Every night at midnight, however, a ghostly procession takes place (see \"March of the Dead\" below)."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,4,e6.%20cemetery,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área E6</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> )</span></span></span></td></tr><tr><td class="col-2 ve-text-center" data-roll-max="11" data-roll-min="5"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">5-11</span></span></td><td class="col-10"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Cemitério da igreja em Vallaki ( </span></span><span style="font-size: medium;"><a href="https://5e.tools/adventure.html#CoS,6"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">cap. 5</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><a data-vet-entry="{"type":"entries","name":"N1. St. Andral's Church","page":97,"id":"330","entries":["No map of the church is provided. If one becomes necessary, assume that this church has the same configuration as the one in the village of Barovia ({@adventure chapter 3|CoS|4}, {@area area E5|152|x}), but without the undercroft.",{"type":"insetReadaloud","id":"331","entries":["This slouching, centuries-old stone church has a bulging steeple in the back and walls lined with cracked, stained glass windows depicting pious saints. A fence of wrought iron encloses a garden of gravestones next to the church. A thin mist creeps among the graves."]},"This church is dedicated to the Morninglord and named after St. Andral, whose bones once rested under the altar (see the \"Bones of St. Andral\" section).","Father Lucian Petrovich (LG male human {@creature priest}) oversees the church and does his best to raise spirits. Assisting him is an orphan and altar boy named Yeska (LG male human noncombatant). A brawny lad with a perpetually furrowed brow named {@creature Milivoj|CoS} (see below) tends the grounds and digs graves.","At night, the church is packed with {@dice 2d6 + 6} {@condition frightened} Vallakian adults (male and female human {@creature Commoner||commoners}) and {@dice 2d6} equally terrified Vallakian children (male and female human noncombatants). Father Lucian offers his nightly congregation his prayers and the promise of St. Andral's protection. Among Father Lucian's nightly flock is a sad old woman named Willemina Rikalova. Her son, the shoemaker Udo Lukovich, has been imprisoned for speaking out against the burgomaster (see {@area area N3m|381|x}). She prays that her son will be set free.",{"type":"image","href":{"type":"internal","path":"adventure/CoS/049-cos05-03.webp"},"title":"{@creature Milivoj|CoS}","width":746,"height":1000},"{@creature Milivoj|CoS} (N male human {@creature commoner}) is rarely seen without a shovel, which he wields like a club. Modify his statistics as follows:",{"type":"list","items":["His Strength is 15 (+2).","His melee weapon attack bonus is +4, and he deals 4 ({@dice 1d4 + 2}) bludgeoning damage when he hits with the blunt head of his shovel."]},"{@creature Milivoj|CoS} rejects the burgomaster's proclamation that \"All will be well!\" and is frustrated that he can't protect his younger siblings. He wants to be free of Barovia's curse but sees no hope of escape.",{"type":"entries","name":"Bones of St. Andral","page":97,"id":"332","entries":["Until recently, the church was protected from Strahd's depredations by the bones of St. Andral, which were sealed in a crypt beneath the church's main altar. But now the church is at risk because someone broke into the crypt a few nights ago and stole the bones. Until recently, Father Lucian was the only person in Vallaki who knew about the bones, but he recalls mentioning them to Yeska over a month ago to put the fearful boy at ease. After the bones were stolen, Father Lucian asked Yeska if he told anyone else about the bones. The boy nodded but wouldn't divulge a name.","The culprit is {@creature Milivoj|CoS}, whom Father Lucian correctly suspects. But the priest has been reluctant to confront {@creature Milivoj|CoS} because the lad is so temperamental. Father Lucian has not reported the theft for fear of the distress that the news might cause, and he doesn't want to ruin the burgomaster's festival. If the party includes a good-aligned cleric or paladin, Father Lucian mentions the theft in the hope that the characters can provide assistance.","St. Andral's crypt is a 10-foot-square, 5-foot high chamber beneath the chapel. To reach the crypt, {@creature Milivoj|CoS} used his shovel to pry up the chapel floorboards. (The boards have since been replaced.) If one of the characters confronts {@creature Milivoj|CoS} and succeeds on a DC 10 Charisma ({@skill Intimidation}) check, he admits that Yeska told him about the bones. He also admits to passing along the information to {@creature Henrik van der Voort|CoS}, the local coffin maker ({@area area N6|3cf|x}), and to stealing the bones for Henrik in return for money to help feed his younger sisters and brothers.","The theft of the bones has left the church vulnerable to attack by Strahd's minions (see \"{@area St. Andral's Feast|40e|x}\" in the \"{@area Special Events|406|x}\" section at the end of this chapter). If the bones are returned to their resting place, St. Andral's church once again becomes hallowed ground, as though the building was protected by a {@spell hallow} spell."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,6,n1.%20st.%20andral's%20church,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área N1</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> )</span></span></span></td></tr><tr><td class="col-2 ve-text-center" data-roll-max="12" data-roll-min="12"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">12</span></span></td><td class="col-10"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Cemitério de Argynvostholt ( </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Q15. Cemetery","page":134,"id":"44d","entries":[{"type":"insetReadaloud","id":"44e","entries":["Tucked behind the mansion is a fog-shrouded cemetery enclosed by a seven-foot-tall fence of wrought iron. In the northeast corner stands a mausoleum."]},"If the beacon has not been lit (see areas Q16 and {@area Q53|4b1|x}), read the following text when the characters cross the cemetery for the first time:",{"type":"insetReadaloud","id":"44f","entries":["You suddenly feel like someone or something is watching you. Looking up, you spot a well-dressed man with a thick mane of thistledown hair observing you from a high tower window. He draws the curtain and disappears from view."]},"The strange man watches the characters through the southeast window of {@area area Q42|498|x}. He is merely an apparition intended to lure the characters to that room.","The mausoleum is described in area Q16.","The thick fog obscures the fact that five of the graves have been dug up. Closer inspection and a successful DC 10 Wisdom ({@skill Perception}) check reveals that the corpses buried there crawled out of the earth. Of the missing corpses there is no sign, but the surrounding fence is intact, which suggests that no one got into the cemetery from outside. (These corpses were animated by the spirits of revenants and clawed their way out.)","A stone staircase curls up the outside of a turret to a flagstone landing in front of a sturdy wooden door. The door is barred from the inside and opens into the chapel ({@area area Q13|448|x})."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,8,q15.%20cemetery,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área Q15</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> )</span></span></span></td></tr><tr><td class="col-2 ve-text-center" data-roll-max="13" data-roll-min="13"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">13</span></span></td><td class="col-10"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Sepultura na aldeia de Krezk ( </span></span><span style="font-size: medium;"><a href="https://5e.tools/adventure.html#CoS,9"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">cap. 8</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><a data-vet-entry="{"type":"entries","name":"S3. Village of Krezk","page":145,"id":"4c3","entries":["When the characters get past the outer wall, read:",{"type":"insetReadaloud","id":"4c4","entries":["The mist-shrouded village beyond the wall is nothing more than a scattering of humble wooden cottages along dirt roads that stretch between stands of snow-dusted pine trees—so many trees, in fact, as to constitute a forest. To the northeast, gray cliffs rise sharply, and the road winding up to the abbey is easy to see from this vantage."]},"The village operates as a commune, with no exports or moneymaking businesses. Villagers grow trees and vegetables, cut wood to heat their homes, raise chickens and pigs, and share their food. A few villagers have cows and mules, but there are no horses in Krezk. The village has no inns or taverns. Characters who are willing to chop wood, milk cows, or perform other chores can spend the night in the burgomaster's cottage or some other residence.",{"type":"entries","name":"Cottages","page":145,"id":"4c5","entries":["Krezk's residences are single-story pine cottages with stone chimneys and thatch roofs. Pigs and chickens are kept in indoor pens and coops so that they don't freeze.",{"type":"entries","name":"Burgomaster's Cottage","page":145,"id":"4c6","entries":["The building closest to the outer gate is the burgomaster's cottage—the largest building in town but still a modest dwelling. Dmitri Krezkov and his fearless wife Anna (LG female human {@creature noble}) have no living children. The last of their four children, Ilya, died of an illness seven days ago at the age of fourteen. Given their age, the Krezkovs are unlikely to have more children—a source of great consternation to everyone in the village, since that means the end of the Krezkov bloodline.","The burgomaster's cottage has a wine cellar (currently empty) and lots of space for pigpens and chicken coops. Behind the cottage is a graveyard where deceased members of the Krezkov family are interred. Dmitri and Anna's four children, all of whom died of illness, are buried here. Several of the family caskets are empty, their contents stolen in the night by {@creature the Abbot|CoS}'s mongrelfolk gravediggers (see {@area area S6|4cf|x}). Ilya's plot is fresh and undisturbed, since he was interred only four days ago."]},{"type":"entries","name":"Commoner Cottages","page":145,"id":"4c7","entries":["A typical cottage is only 200 square feet yet contains {@dice 1d4} adults (male and female human {@creature Commoner||commoners}), {@dice 1d4}−1 children (male and female human noncombatants), plus the family's pigs, hares, and chickens.","Every cottage has its own graveyard where family members are interred. All the caskets planted in the past decade are now empty, thanks to {@creature the Abbot|CoS}'s sneaky mongrelfolk gravediggers (see {@area area S6|4cf|x}).",{"type":"image","href":{"type":"internal","path":"adventure/CoS/085-cos08-03.webp"},"width":1000,"height":726}]}]},{"type":"entries","name":"Krezk Lore","page":146,"id":"4c8","entries":["In addition to the information known to all Barovians (see {@area \"Barovian Lore\"|0ad|x} in chapter 2), the villagers of Krezk (called Krezkites) know the following bits of local lore:",{"type":"list","items":["Residents never leave the village for fear of being attacked by wolves, dire wolves, and werewolves.","About once a month, a wagonload of wine arrives from the Wizard of Wines ({@adventure chapter 12|CoS|13}), the winery and vineyard to the south. The business is owned and operated by the Martikov family.","Burgomaster Krezkov recently lost his fourteen-year-old son, Ilya, to illness. Ilya was the last of the four Krezkov children.","A pool at the north end of the village provides fresh water throughout the year. Next to the pool, the village's ancestors built a shrine to the Morninglord in a gazebo. It's known as the Shrine of the White Sun.","The Abbey of Saint Markovia is named after a priest of the Morninglord who took a stand against the devil Strahd. After a fierce uprising, Markovia and her most loyal followers stormed Castle Ravenloft, only to be destroyed.","The abbey was once a hospital and a convent, but it fell on hard times after the land was swallowed up by the mists. Some of the clergy fell prey to Strahd, while others went mad and either starved themselves to death or turned to cannibalism.","The head of the abbey, called simply {@creature the Abbot|CoS}, arrived over a century ago and hasn't aged a day since. He occasionally visits the Shrine of the White Sun but doesn't talk much, and he demands tribute in the form of wine. No one knows his true name or where he came from, and many believe he's Strahd's servant or the vampire himself in disguise.","No one from the village visits the abbey anymore. The abbey's bell rings at odd times, day and night, and the place is filled with baleful screams and horrible, inhuman laughter that can be heard throughout the village."]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,9,s3.%20village%20of%20krezk,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área S3</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> )</span></span></span></td></tr><tr><td class="col-2 ve-text-center" data-roll-max="14" data-roll-min="14"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">14</span></span></td><td class="col-10"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Sepultura no cemitério de Berez ( </span></span><span style="font-size: medium;"><a href="https://5e.tools/adventure.html#CoS,11"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">cap. 10</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><a data-vet-entry="{"type":"entries","name":"U4. Churchyard","page":164,"id":"563","entries":[{"type":"insetReadaloud","id":"564","entries":["Through the fog you see the empty shell an old stone church, north of which is a cemetery of leaning gravestones enclosed by a disintegrating iron fence. Half of the cemetery has sunk into the mire."]},"Rotted coffins and moldy bones are buried in the graveyard. Characters who explore the gutted church find the rotten remains of a pulpit and an old iron bell half immersed in the marsh, lying amid the remains of a collapsed steeple."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,11,u4.%20churchyard,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área U4</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> )</span></span></span></td></tr><tr><td class="col-2 ve-text-center" data-roll-max="16" data-roll-min="15"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">15-16</span></span></td><td class="col-10"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Túmulo na Floresta Svalich ( </span></span><span style="font-size: medium;"><a href="https://5e.tools/adventure.html#CoS,3"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">cap. 2</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , " </span></span><a data-vet-entry="{"type":"section","name":"Random Encounters","page":28,"id":"0ba","entries":["Dangers abound in the land of Barovia. Check for a random encounter after every 30 minutes that the adventurers spend on the roads or in the wilderness (don't check if they have already had two random encounters outdoors in the past 12 hours):",{"type":"list","items":["If the characters are on a road, an encounter occurs on a roll of 18 or higher on a {@dice d20}.","If the characters are in the wilderness, an encounter occurs on a roll of 15 or higher on a {@dice d20}."]},"If an encounter occurs, roll on the daytime or the nighttime encounter table, depending on the time, or have Strahd's spies appear (see the \"{@area Strahd's Spies|0c2|x}\" sidebar).",{"type":"entries","id":"0bb","entries":[{"type":"table","caption":"Daytime Random Encounters in Barovia","colLabels":["{@dice d12 + d8}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[[{"type":"cell","roll":{"exact":2},"entry":"{@area 2|0be|x}"},"{@dice 3d6} {@creature Barovian Commoner|CoS|commoners}"],[{"type":"cell","roll":{"exact":3},"entry":"{@area 3|0c0|x}"},"{@dice 1d6} {@creature Barovian Scout|CoS|scouts}"],[{"type":"cell","roll":{"exact":4},"entry":"{@area 4|0d4|x}"},"Hunting trap"],[{"type":"cell","roll":{"exact":5},"entry":"{@area 5|0d0|x}"},"Grave"],[{"type":"cell","roll":{"exact":6},"entry":"{@area 6|0cc|x}"},"False trail"],[{"type":"cell","roll":{"exact":7},"entry":"{@area 7|0e7|x}"},"{@dice 1d4 + 1} {@creature Vistana Bandit|cos|Vistani bandits}"],[{"type":"cell","roll":{"exact":8},"entry":"{@area 8|0dc|x}"},"Skeletal rider"],[{"type":"cell","roll":{"exact":9},"entry":"{@area 9|0e5|x}"},"Trinket"],[{"type":"cell","roll":{"exact":10},"entry":"{@area 10|0d2|x}"},"Hidden bundle"],[{"type":"cell","roll":{"exact":11},"entry":"{@area 11|0e2|x}"},"{@dice 1d4} {@creature swarm of ravens} (50%) or 1 {@creature wereraven|VRGR} (see {@adventure appendix D|CoS|21}) in raven form (50%)"],[{"type":"cell","roll":{"exact":12},"entry":"{@area 12|0c8|x}"},"{@dice 1d6} {@creature Dire Wolf||dire wolves}"],[{"type":"cell","roll":{"exact":13},"entry":"{@area 13|0f4|x}"},"{@dice 3d6} {@creature Wolf||wolves}"],[{"type":"cell","roll":{"exact":14},"entry":"{@area 14|0c3|x}"},"{@dice 1d4} {@creature Berserker||berserkers}"],[{"type":"cell","roll":{"exact":15},"entry":"{@area 15|0c5|x}"},"Corpse"],[{"type":"cell","roll":{"exact":16},"entry":"{@area 16|0ec|x}"},"{@dice 1d6} {@creature Werewolf||werewolves} in human form"],[{"type":"cell","roll":{"exact":17},"entry":"{@area 17|0ca|x}"},"1 {@creature druid} with {@dice 2d6} {@creature Twig Blight||twig blights}"],[{"type":"cell","roll":{"exact":18},"entry":"{@area 18|0d6|x}"},"{@dice 2d4} {@creature Needle Blight||needle blights}"],[{"type":"cell","roll":{"exact":19},"entry":"{@area 19|0da|x}"},"{@dice 1d6} {@creature Scarecrow||scarecrows}"],[{"type":"cell","roll":{"exact":20},"entry":"{@area 20|0d8|x}"},"1 {@creature revenant}"]]},{"type":"table","caption":"Nighttime Random Encounters in Barovia","colLabels":["{@dice d12 + d8}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[[{"type":"cell","roll":{"exact":2},"entry":"{@area 2|0ce|x}"},"1 {@creature ghost}"],[{"type":"cell","roll":{"exact":3},"entry":"{@area 3|0d4|x}"},"Hunting trap"],[{"type":"cell","roll":{"exact":4},"entry":"{@area 4|0d0|x}"},"Grave"],[{"type":"cell","roll":{"exact":5},"entry":"{@area 5|0e5|x}"},"Trinket"],[{"type":"cell","roll":{"exact":6},"entry":"{@area 6|0c5|x}"},"Corpse"],[{"type":"cell","roll":{"exact":7},"entry":"{@area 7|0d2|x}"},"Hidden bundle"],[{"type":"cell","roll":{"exact":8},"entry":"{@area 8|0dc|x}"},"Skeletal rider"],[{"type":"cell","roll":{"exact":9},"entry":"{@area 9|0e0|x}"},"{@dice 1d8} {@creature swarm of bats}"],[{"type":"cell","roll":{"exact":10},"entry":"{@area 10|0c8|x}"},"{@dice 1d6} {@creature Dire Wolf||dire wolves}"],[{"type":"cell","roll":{"exact":11},"entry":"{@area 11|0f4|x}"},"{@dice 3d6} {@creature Wolf||wolves}"],[{"type":"cell","roll":{"exact":12},"entry":"{@area 12|0c3|x}"},"{@dice 1d4} {@creature Berserker||berserkers}"],[{"type":"cell","roll":{"exact":13},"entry":"{@area 13|0ca|x}"},"1 {@creature druid} and {@dice 2d6} {@creature Twig Blight||twig blights}"],[{"type":"cell","roll":{"exact":14},"entry":"{@area 14|0d6|x}"},"{@dice 2d4} {@creature Needle Blight||needle blights}"],[{"type":"cell","roll":{"exact":15},"entry":"{@area 15|0ec|x}"},"{@dice 1d6} {@creature Werewolf||werewolves} in wolf form"],[{"type":"cell","roll":{"exact":16},"entry":"{@area 16|0f6|x}"},"{@dice 3d6} {@creature Zombie||zombies}"],[{"type":"cell","roll":{"exact":17},"entry":"{@area 17|0da|x}"},"{@dice 1d6} {@creature Scarecrow||scarecrows}"],[{"type":"cell","roll":{"exact":18},"entry":"{@area 18|0de|x}"},"{@dice 1d8} {@creature Strahd Zombie|CoS|Strahd zombies} (see {@adventure appendix D|CoS|21})"],[{"type":"cell","roll":{"exact":19},"entry":"{@area 19|0f1|x}"},"1 {@creature will-o'-wisp}"],[{"type":"cell","roll":{"exact":20},"entry":"{@area 20|0d8|x}"},"1 {@creature revenant}"]]},"Use the descriptions that follow to help run each random encounter. The table entries are presented in alphabetical order.",{"type":"entries","name":"Barovian Commoners","page":29,"id":"0be","entries":[{"type":"insetReadaloud","id":"0bf","entries":["The sound of snapping twigs draws your attention to several dark shapes in the fog. They carry torches and pitchforks."]},"If the characters are moving quietly and not carrying light sources, they can try to hide from these Barovians, who carry pitchforks (+2 to hit) instead of clubs, dealing 3 ({@dice 1d6}) piercing damage on a hit.","{@creature Barovian Commoner|CoS|Barovian commoners} rarely leave their settlements. This group might be a family looking for a safer place to live, or an angry mob searching for the characters or heading toward Castle Ravenloft to confront Strahd."]},{"type":"entries","name":"Barovian Scouts","page":29,"id":"0c0","entries":["If at least one character has a passive Wisdom ({@skill Perception}) score of 16 or higher, read:",{"type":"insetReadaloud","id":"0c1","entries":["You see a dark figure crouched low and perfectly still, aiming a crossbow in your direction."]},"If more than one scout is present, the others are spread out over a 100-foot-square area.","These {@creature Scout||scouts} are Barovian hunters or trappers searching for a missing villager or townsperson. Once they realize the characters aren't out to kill them, they lower their weapons and request help in finding their missing person. If the characters decline, the scouts point them in the direction of the nearest settlement and depart without so much as a farewell. They wield light crossbows (+4 to hit, range 80/320 ft.) instead of longbows, dealing 6 ({@dice 1d8 + 2}) piercing damage on a hit.",{"type":"inset","name":"Strahd's Spies","page":29,"id":"0c2","entries":["As the undisputed master of Barovia, Strahd has many spies, from swarms of bats to wandering Vistani, who report to him at dawn and dusk each day. These agents constantly patrol the land of Barovia and report everything they see to him.","Every day and night that the characters remain in Barovia, one or more of the vampire's spies check on them and attempt to return to Strahd with a report. When a spy appears, characters who have a passive Wisdom ({@skill Perception}) score equal to or greater than the spy's Dexterity ({@skill Stealth}) check notice it. A spy does not constitute an encounter if the characters are unaware of its presence. If they do notice it, the spy's goal is usually escape, not combat. A secondary goal for a spy might be to acquire some physical object—a possession, an article of clothing, or even some part of a character's body such as a lock of hair—that Strahd can use to improve the efficacy of his {@spell scrying} spell. If one of Strahd's spies is confronted by the party, the spy attempts to grab some accessible item from a character before fleeing. If Strahd acquires such an item, he uses his {@spell scrying} spell to learn as much as he can about the party before planning his next attack, and to verify what his spies have already told him."]}]},{"type":"entries","name":"Berserkers","page":29,"id":"0c3","entries":["These wild mountain folk are covered head to toe in thick gray mud, which makes them hard to see in the fog and well hidden in the mountains they call home. While so camouflaged, they have advantage on Dexterity ({@skill Stealth}) checks made to hide. Characters whose passive Wisdom ({@skill Perception}) scores are higher than the berserker's Dexterity ({@skill Stealth}) check can spot the nearest {@creature berserker}.","If someone spots the berserker, read:",{"type":"insetReadaloud","id":"0c4","entries":["You startle a wild-looking figure caked in gray mud and clutching a crude stone axe. Whether it's a man or a woman, you can't tell."]},"The berserkers shun civilized folk. They try to remain hidden and withdraw if they are spotted, attacking only if trapped or threatened."]},{"type":"entries","name":"Corpse","page":30,"id":"0c5","entries":["This encounter occurs only if the characters are traveling; otherwise, treat the result as no encounter.",{"type":"insetReadaloud","id":"0c6","entries":["You find a corpse."]},"Roll a {@dice d6} to determine the nature of the corpse:",{"type":"inset","id":"0c7","entries":[{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"1–2","entry":"The corpse belonged to a wolf killed by spears and crossbow bolts."},{"type":"item","name":"3–5","entry":"The corpse belongs to a Barovian man, woman, or child who was clearly torn to pieces by dire wolves. If the party is accompanied by Barovian scouts ({@area see above|0c0|x}), the scouts recognize the corpse as the person they were searching for."},{"type":"item","name":"6","entry":"The corpse looks like one of the characters (determined randomly) but has been stripped of armor, weapons, and valuables. If moved, its flesh melts away until only the skeleton remains."}]}]}]},{"type":"entries","name":"Dire Wolves","page":30,"id":"0c8","entries":[{"type":"insetReadaloud","id":"0c9","entries":["A snarling wolf the size of a grizzly bear steps out of the fog."]},"The area is lightly obscured by fog. If more than one dire wolf is present, the others aren't far behind and can be seen as dark shadows in the fog. The {@creature Dire Wolf||dire wolves} of Barovia are cruel, overgrown wolves and Strahd's loyal servants. They can't be {@condition charmed} or {@condition frightened}."]},{"type":"entries","name":"Druid and Twig Blights","page":30,"id":"0ca","entries":[{"type":"insetReadaloud","id":"0cb","entries":["A gaunt figure with wild hair and bare feet bounds toward you on all fours, wearing a tattered gown of stitched animal skins. You can't tell whether it's a man or a woman. It stops, sniffs the air, and laughs like a lunatic. The ground nearby is crawling with tiny twig monsters."]},"The Barovian wilderness is home to {@creature Druid||druids} who worship Strahd because of his ability to control the weather and the beasts of Barovia. The druids are savage and violent, and each controls a host of {@creature Twig Blight||twig blights}, which fights until destroyed. If all the twig blights are destroyed or the druid loses more than half of its hit points, the druid flees, heading toward Yester Hill ({@area area Y|139|x})."]},{"type":"entries","name":"False Trail","page":30,"id":"0cc","entries":["This encounter occurs only if the characters are traveling; otherwise, treat the result as no encounter.",{"type":"insetReadaloud","id":"0cd","entries":["You discover a foot trail that cuts through the wilderness."]},"Evil druids left this trail. Following it in either direction leads to a spiked pit (see \"{@book Sample Traps|DMG|5|Sample Traps}\" in chapter 5 of the {@book Dungeon Master's Guide|DMG}). A thin tarp made of twigs and pine needles conceals the pit, the bottom of which is lined with sharpened wooden stakes."]},{"type":"entries","name":"Ghost","page":30,"id":"0ce","entries":[{"type":"insetReadaloud","id":"0cf","entries":["A baleful apparition appears before you, its hollow eyes dark with anger."]},"Many ghosts haunt this land. This particular ghost is all that remains of a person drained of life by Strahd (decide whether it's a man or a woman). It appears and hisses, \"No one will ever know you died here.\" It then attacks. If the {@creature ghost} succeeds in possessing a character, it leads its host to the gates of Ravenloft {@area (area J)|11d|x} and hurls the host's body into the chasm."]},{"type":"entries","name":"Grave","page":30,"id":"0d0","entries":["This encounter occurs only if the characters are traveling; otherwise, treat the result as no encounter.",{"type":"insetReadaloud","id":"0d1","entries":["You stumble upon an old grave."]},"There is a {@chance 25|25 percent} chance that the grave is intact, appearing as an elongated earthen mound or a rocky cairn. Characters who dig up the grave find the skeletal remains of a human clad in rusted chain mail (a soldier). Among the bones lie corroded weapons.","If the grave isn't intact, it has been violated. The characters find a shallow, mud-filled hole with dirt or rocks strewn around it and a few scattered bones within."]},{"type":"entries","name":"Hidden Bundle","page":30,"id":"0d2","entries":["This encounter occurs only if the characters are traveling; otherwise, treat the result as no encounter.","The characters find a leather-wrapped bundle hidden in the underbrush, stuffed inside a hollow log, or nestled in the boughs of a tree. If they open the bundle, read:",{"type":"insetReadaloud","id":"0d3","entries":["The bundle contains one set of common clothes sized for a human adult."]},"The {@item Common Clothes|PHB|clothes} have a drab Barovian style to them. They belong to a wereraven or werewolf."]},{"type":"entries","name":"Hunting Trap","page":30,"id":"0d4","entries":["This encounter occurs only if the characters are traveling; otherwise, treat the result as no encounter.","Have each of the characters in the front rank of the party's marching order make a DC 15 Wisdom ({@skill Survival}) check. If one or more of them succeeds, read:",{"type":"insetReadaloud","id":"0d5","entries":["You spot a wolf trap, its steel jaws caked with rust. Someone has carefully hidden the trap under a thin layer of pine needles and detritus."]},"Barovian hunters and trappers set these traps hoping to thin out the wolf population, but Strahd's wolves are too clever to be caught in them. If none of the characters in the front rank spots the hidden trap, one random party member steps on it. Rules for the {@item hunting trap|PHB} are presented in chapter 5, \"{@book Equipment|PHB|5},\" of the {@book Player's Handbook|PHB}."]},{"type":"entries","name":"Needle Blights","page":31,"id":"0d6","entries":[{"type":"insetReadaloud","id":"0d7","entries":["Hunched figures lurch through the mist, their gaunt bodies covered in needles."]},"The woods crawl with {@creature Needle Blight||needle blights} that serve the evil druids of Barovia. If the characters are moving quietly and not carrying light sources, they can try to hide from these blights."]},{"type":"entries","name":"Revenant","page":31,"id":"0d8","entries":[{"type":"insetReadaloud","id":"0d9","entries":["A figure walks alone with the stride and bearing of one who knows no fear. Clad in rusty armor, it clutches a gleaming longsword in its pale hand and looks ready for a fight."]},"From a distance, the {@creature revenant} looks like a zombie and might be mistaken for such. A character within 30 feet of the revenant who succeeds on a DC 10 Wisdom ({@skill Insight}) check can see the intelligence and hate in its sunken eyes. The revenant is clad in tattered chain mail that affords the same protection as leather armor.","The revenant was a {@creature knight of the Order|CoS} of the Silver Dragon, which was annihilated defending the valley against Strahd's armies more than four centuries ago. The revenant no longer remembers its name and wanders the land in search of Strahd's wolves and other minions, slaying them on sight. If the characters attack it, the revenant assumes they are in league with Strahd and fights them until destroyed.","As an action, the revenant can attack twice with its longsword, wielding the weapon with both hands and dealing 15 ({@dice 2d10 + 4}) slashing damage on each hit.","If the characters present themselves as enemies of Strahd, the revenant urges them to travel to Argynvostholt ({@adventure chapter 7|CoS|8}) and convince {@creature Vladimir Horngaard|CoS}, the leader of the Order of the Silver Dragon, to help them. The revenant would like nothing more than to kill Strahd, but it will not venture to Castle Ravenloft unless it receives orders to do so from Vladimir. If the characters ask the revenant to lead them to Horngaard in Argynvostholt, it does so while avoiding contact with Barovian settlements."]},{"type":"entries","name":"Scarecrows","page":31,"id":"0da","entries":["If at least one character has a passive Wisdom ({@skill Perception}) score of 11 or higher, read:",{"type":"insetReadaloud","id":"0db","entries":["A scarecrow lurches into view. Its sackcloth eyes and rictus are ripe with malevolence, and its gut is stuffed with dead ravens. It has long, rusted knives for claws."]},"If more than one {@creature scarecrow} is present, the others are close by. If none of the characters has a passive Wisdom ({@skill Perception}) score of 11 or higher, the scarecrows catch the party by surprise.","{@creature Baba Lysaga|CoS} (see {@adventure chapter 10|CoS|11}, {@area area U3|55c|x}) crafted these scarecrows to hunt down and kill ravens and wereravens. The scarecrows are imbued with evil spirits and delight in murdering anyone they encounter."]},{"type":"entries","name":"Skeletal Rider","page":31,"id":"0dc","entries":[{"type":"insetReadaloud","id":"0dd","entries":["Through the mist comes a skeletal warhorse and rider, both clad in ruined chainmail. The skeletal rider holds up a rusted lantern that sheds no light."]},"The human {@creature skeleton} and {@creature warhorse skeleton} are all that remain of a rider and mount, both of whom perished trying to escape through the fog that surrounds Barovia. They are doomed to ride through the valley in search of another way out, without hope of salvation. The skeletons ignore the characters unless attacked.","If both the rider and its mount are destroyed, this encounter can't occur again. The destruction of one skeleton doesn't prevent future encounters with the other."]},{"type":"entries","name":"Strahd Zombies","page":31,"id":"0de","entries":[{"type":"insetReadaloud","id":"0df","entries":["Not even the cloying fog can hide the stench of death that descends upon you. Something evil approaches, its footsteps betrayed by snapping twigs."]},"If the characters are moving quietly and not carrying light sources, they can try to hide from the {@creature Strahd Zombie|CoS|Strahd zombies}. These undead soldiers once served as guards in Castle Ravenloft. They fled the castle after Strahd became a vampire but couldn't avoid their master's wrath. They still wear bits of tattered livery, and they attack the living on sight."]},{"type":"entries","name":"Swarms of Bats","page":32,"id":"0e0","entries":[{"type":"insetReadaloud","id":"0e1","entries":["The stillness of the night is shattered by the shriek of bats and the flapping of tiny black wings."]},"These {@creature Swarm of Bats||bats} are the servants of Strahd. They attack the characters without provocation."]},{"type":"entries","name":"Swarms of Ravens","page":32,"id":"0e2","entries":[{"type":"insetReadaloud","id":"0e3","entries":["Your presence in this dreary land has not gone unnoticed. A raven follows you for several minutes while keeping a respectful distance."]},"The raven doesn't caw or try to communicate with the characters. If they leave it alone, read:",{"type":"insetReadaloud","id":"0e4","entries":["More ravens begin to take an interest in you. Before long, their numbers swell, and soon hundreds of them are watching you."]},"The ravens fly away if attacked. If they are left alone, they watch over the party, remaining with the characters until they reach Castle Ravenloft or a settlement. If the characters have a random encounter with hostile creatures, the {@creature Swarm of Ravens||raven swarms} aid the characters by attacking and distracting their enemies."]},{"type":"entries","name":"Trinket","page":32,"id":"0e5","entries":[{"type":"insetReadaloud","id":"0e6","entries":["You find something on the ground."]},"A random character finds a lost trinket. Roll on the {@item Trinket|CoS|Trinkets table} in {@adventure appendix A|CoS|18}, select a specific trinket from the table, or create one on the fly."]},{"type":"entries","name":"Vistani Bandits","page":32,"id":"0e7","entries":[{"type":"insetReadaloud","id":"0e8","entries":["You catch a whiff of pipe smoke in the cold air and hear laughter through the fog."]},"These Vistani {@creature Vistana Bandit|cos|servants of Strahd} march through the Barovian wilderness, laughing and telling ghost stories. They are searching for graves to plunder or hunting small game. For a price of 100 gp, they offer to serve as guides. As long as these Vistani are with the party, roll a {@dice d12} instead of a {@dice d12 + d8} when determining random encounters in the wilderness. In addition, wolves and dire wolves don't threaten the characters as long as the Vistani are traveling with them and aren't their prisoners.",{"type":"entries","name":"Treasure","page":32,"id":"0e9","entries":["One Vistani bandit carries a pouch that holds {@dice 2d4} small gemstones (worth 50 gp each)."]}]},{"type":"entries","name":"Wereraven","page":32,"id":"0ea","entries":["This {@creature wereraven|VRGR} in raven form watches the characters from a distance. Compare its Dexterity ({@skill Stealth}) check result to the characters' passive Wisdom ({@skill Perception}) scores to see whether it remains hidden from the party.","If one or more characters spot the creature, read:",{"type":"insetReadaloud","id":"0eb","entries":["Through the mist, you see a black bird circling overhead. When it feels your eyes upon it, the raven flies away, but it's back before long, keeping its distance."]},"The wereraven belongs to a secret order called the Keepers of the Feather. If the characters don't spot it, the wereraven shadows them for {@dice 1d4} hours. At the end of that time, or anytime sooner if the characters attack it, the creature flies home to report what it has seen.","If the party has a second random encounter with a wereraven, this one presents itself to the characters as an ally and requests that they travel to the {@area Blue Water Inn|333|x} in Vallaki to meet \"some new friends.\" It then flies off in the direction of the town."]},{"type":"entries","name":"Werewolves","page":32,"id":"0ec","entries":["If the werewolves are in human form, read:",{"type":"insetReadaloud","id":"0ed","entries":["A deep voice calls out, \"Who goes there?\" Through the chill mist you see a large man in drab clothing wearing a tattered gray cloak. He has shaggy, black hair and thick muttonchops. He leans heavily on a spear and has a small bundle of animal pelts slung over his shoulder."]},"If the werewolves are in wolf form, read:",{"type":"insetReadaloud","id":"0ee","entries":["You hear the howl of a wolf some distance away."]},"How the {@creature Werewolf||werewolves} act depends on the form they have taken.",{"type":"entries","name":"Human Form","page":32,"id":"0ef","entries":["Werewolves in human form pretend to be trappers. If more than one is present, the others are within whistling distance.","They try to befriend the characters to see if they are carrying silvered weapons. If the characters appear to have no such weapons, the werewolves assume hybrid form and attack. Otherwise, they part company with the characters and leave well enough alone."]},{"type":"entries","name":"Wolf Form","page":32,"id":"0f0","entries":["Werewolves in wolf form follow the party from a safe distance for several hours. If their Dexterity ({@skill Stealth}) checks exceed the characters' passive Wisdom ({@skill Perception}) scores, the werewolves attack with surprise when the characters decide to take a short or long rest. Otherwise, they wait until the characters are weakened by another random encounter before moving in for the easy kill.","The werewolves' lair is a cave complex that overlooks Lake Baratok ({@area area Z|13a|x}). If you used the \"{@area Werewolves in the Mist|08b|x}\" adventure hook to lure the characters to Barovia, captured werewolves can be forced to divulge the location of their den, where they keep their prisoners."]}]},{"type":"entries","name":"Will-o'-Wisp","page":33,"id":"0f1","entries":["This random encounter occurs only once. If it comes up again, treat the result as no encounter.",{"type":"insetReadaloud","id":"0f2","entries":["Several hundred yards away, through the fog, you see a flickering torchlight."]},"If the characters follow the flickering light, read:",{"type":"insetReadaloud","id":"0f3","entries":["The torchlight flutters as it moves away from you, but you never lose sight of it. You make your way quickly yet cautiously through the fog until you come upon the shell of a ruined tower. The upper floors of the structure have collapsed, leaving heaps of rubble and shattered timber around the tower's base. The feeble light moves through an open doorway on the ground floor, then flickers and goes out."]},"The light is a {@creature will-o'-wisp} that enters the ruined tower and becomes {@condition invisible}, hoping to lure the characters inside to their doom.","The floor of the tower is made of packed earth. Its interior is {@hazard desecrated ground} (see \"{@book Wilderness Hazards|DMG|5|Wilderness Hazards}\" in chapter 5 of the {@book Dungeon Master's Guide|DMG}). Against the inside wall of the tower, across from the open doorway, is a closed, empty wooden chest.","If the characters disturb the chest, {@dice 3d6} {@creature Zombie||zombies} erupt from the earthen floor and attack. Once the zombies appear, the will-o'-wisp becomes visible and joins the fray."]},{"type":"entries","name":"Wolves","page":33,"id":"0f4","entries":[{"type":"insetReadaloud","id":"0f5","entries":["This land is home to many wolves, their howls at the moment too close for comfort."]},"Characters have a few minutes to steel themselves before these {@creature Wolf||wolves} attack. They heed the will of Strahd and can't be {@condition charmed} or {@condition frightened}."]},{"type":"entries","name":"Zombies","page":33,"id":"0f6","entries":[{"type":"insetReadaloud","id":"0f7","entries":["The ungodly stench of rotting flesh hangs in the air. Up ahead, the walking, moaning corpses of dead men and women lumber about."]},"These unfortunate Barovians fell prey to the evils of the land and now shamble from place to place as a {@creature Zombie||ravenous mob}."]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":-1}" href="https://5e.tools/adventure.html#cos,3,random%20encounters,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Encontros Aleatórios</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ")</span></span></span></td></tr><tr><td class="col-2 ve-text-center" data-roll-max="20" data-roll-min="17"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">17-20</span></span></td><td class="col-10"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Cadáver de um personagem de jogador falecido ou NPC, onde quer que esteja</span></span></td></tr></tbody></table></div><hr class="rd__hr rd__hr--section" style="margin-left: 0px; margin-right: 0px; text-align: left;" /><div class="rd__b rd__b--0" style="text-align: justify;"><h1 class="rd__h rd__h--0" data-title-index="4" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Aproximando-se da mansão</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p130</span></span></span></span></span></h1></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um
ramo sinuoso da Old Svalich Road serpenteia pela encosta arborizada de
um contraforte de montanha até a antiga mansão, que fica em um terreno
elevado com vista para os Bosques Svalich e o vale do Rio Luna.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Quando os personagens avistarem Argynvostholt pela primeira vez, leia:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--0" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Bem
acima do vale do rio ergue-se um promontório tranquilo sobre o qual se
ergue uma mansão sepulcral, com torres encimadas por cones de contos de
fadas e torres ladeadas por ameias esculpidas. Um terço da estrutura
desabou, assim como parte do telhado, mas o resto parece intacto. Uma
torre octogonal escura ergue-se acima da arquitetura circundante.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Do
nevoeiro surge um estrondo distante de trovão, rapidamente acompanhado
pelo uivo de lobos na floresta abaixo, mas a casa permanece silenciosa,
parecendo os restos fossilizados de alguma coisa morta há muito tempo
atingida na encosta da montanha.</span></span></p></div></div><hr class="rd__hr rd__hr--section" style="margin-left: 0px; margin-right: 0px; text-align: left;" /><div class="rd__b rd__b--0" style="text-align: justify;"><h1 class="rd__h rd__h--0" data-title-index="5" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Áreas de Argynvostholt</span></span></span><span class="ve-flex-vh-center"> </span></span></h1></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As áreas a seguir correspondem aos rótulos nos mapas de Argynvostholt abaixo.</span></span></p><div class="rd__wrp-gallery" style="text-align: justify;"><div class="rd__wrp-gallery-image"><div class="rd__wrp-image relative" data-title-index="6">
<span style="font-size: medium;"><a href="https://5e.tools/img/adventure/CoS/077-020.jpg" rel="noopener noreferrer" target="_blank" title="Mapa 7.1: Argynvostholt (Área Q)"><br />
</a></span>
</div></div></div><div class="rd__wrp-gallery" style="text-align: justify;"><div class="rd__wrp-gallery-image"><div class="rd__wrp-image relative" data-title-index="7">
<span style="font-size: medium;"><a href="https://5e.tools/img/adventure/CoS/078-cos701.jpg" rel="noopener noreferrer" target="_blank" title="Versão do jogador"><br />
</a></span>
</div><div class="rd__image-title"><div class="rd__image-title-inner"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Versão do jogador</span></span></div></div></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="8" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q1. Estátua do Dragão</span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Empoleirada
no topo de um cubo de granito de três metros de largura e três metros
de altura está uma estátua de um dragão coberta de musgo, com as asas
dobradas perto do corpo. A estátua olha para o leste, em direção à
mansão.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
neblina torna difícil ver as feições do dragão à distância, mas uma
inspeção mais detalhada revela que se trata de um dragão prateado de
porte nobre, com seu folho espinhoso rachado e quebrado em muitos
lugares. A estátua tem 3 metros de altura, mas parece muito mais
imponente empoleirada no bloco de granito.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se examinada com um feitiço </span></span><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">detectar magia</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
, a estátua irradia uma aura de magia de evocação. A estátua do dragão
costumava respirar um cone de frio como parte de uma armadilha mágica,
mas a armadilha não funciona mais (veja a área Q2).</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="9" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q2. Entrada principal</span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Degraus
de laje ladeados por grades de pedra sobem até um patamar em frente a
um par de portas altas de madeira com faixas de ferro enferrujadas e
aldravas em forma de pequenos dragões. Gravada no lintel acima da
entrada está a palavra Argynvostholt.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se
uma criatura subir os degraus ou pisar no patamar, a estátua do dragão
(área Q1) abre a boca e exala um cone de 18 metros de ar frio
inofensivo, depois fecha a boca e não é ativada novamente até o próximo
amanhecer. Ao mesmo tempo, a estátua respirava um cone de gelo e
granizo, mas sua magia se deteriorou ao longo dos anos.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As portas estão destrancadas e podem ser abertas para revelar um foyer escuro (área Q3).</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="10" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q3. Hall do Dragão</span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esta
sala parece o túmulo de um rei. Uma grande escadaria leva até varandas
de pedra sustentadas por pilares e arcos de pedra. Uma tapeçaria alta e
desbotada representando um nobre em armadura prateada está pendurada em
uma barra de ferro acima do patamar da escada.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Seis
conjuntos de portas duplas conduzem a este hall de entrada. Ao longo
das paredes, expostos em pedestais de mármore, estão três bustos de
alabastro de homens bonitos. Um quarto busto e seu pedestal foram
derrubados, e seus restos despedaçados estão espalhados pelo chão de
mosaico. Dois lustres de ferro forjado pendem do teto como monstruosas
aranhas negras.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
tapeçaria está rasgada em alguns lugares e sem valor. É um retrato de
Lord Argynvost. Os bustos de alabastro retratam várias outras formas
humanas do dragão. As escadas conduzem às varandas do segundo andar ( </span></span><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área Q18</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="11" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Sombra de Argynvost</span></span></span><span class="ve-flex-vh-center"> </span></span></h3></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Na primeira vez que os personagens passarem por este foyer, leia:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma grande sombra com asas atravessa as paredes e desaparece. Você ouve o suave silvo bestial na escuridão.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A sombra dracônica é ameaçadora, mas inofensiva.</span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="12" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q4. Salão das Aranhas</span></span></span><span class="ve-flex-vh-center"> </span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os
escombros estão espalhados por grande parte desta vasta câmara,
causados pelo colapso parcial das salas acima dela. No chão de mármore
rosa, lustres caídos estão entre cadeiras quebradas e outros móveis.
Teias grossas se estendem de parede a parede, e se movendo entre elas há
aranhas gigantes demais para serem contadas!</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Nove </span></span><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">aranhas gigantes</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> nidificam aqui. Eles atacam qualquer um que chegue muito perto.</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="13" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q5. Estábulo Arruinado</span></span></span><span class="ve-flex-vh-center"> </span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Aqui
jazem as vigas enegrecidas de um estábulo de madeira, queimadas até os
alicerces de pedra. Acima dos destroços está a extremidade sul
parcialmente desabada da mansão, com todos os três andares expostos aos
elementos.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Não há nada de valor no estábulo.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="14" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q6. caverna do Dragão</span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Este
escritório com painéis de madeira foi saqueado e seus móveis foram
revirados. Uma lareira fria e escura domina a parede oeste entre duas
janelas estreitas. De pé contra a parede norte está um sarcófago feito
de madeira preta com a efígie de uma rainha esculpida na tampa.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Argynvost
mandou converter o sarcófago vazio em uma adega. Agora, apenas taças de
vinho e garrafas quebradas podem ser encontradas nas prateleiras. Os
outros móveis da sala incluem divãs apodrecidos, cadeiras quebradas,
pufes tombados e lamparinas a óleo quebradas.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma porta secreta na extremidade norte da parede leste pode ser aberta para revelar um depósito ( </span></span><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área Q11</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="15" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Fogo Vivo</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p132</span></span></span></span></span></h3></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se o farol de Argynvostholt ( </span></span><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área Q53</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) não tiver sido aceso, leia o seguinte texto quando os personagens se aproximarem da lareira pela primeira vez:</span></span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um fogo irrompe na lareira morta e assume uma forma dracônica. Ele sibila, estala e abre suas asas esfumaçadas.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Faça
com que os personagens dos jogadores joguem a iniciativa. O fogo atua
com contagem de iniciativa 10 e tem CA 15, 1 ponto de vida e imunidade a
fogo, veneno e dano psíquico. Se for reduzido a 0 pontos de vida, ele
explode e enche a sala de fogo, incendiando os móveis secos. Cada
criatura na sala deve realizar um teste de resistência de Destreza CD
12, sofrendo 22 ( </span></span><span style="font-size: medium;"><span class="roller render-roller" data-packed-dice="{"type":"dice","rollable":true,"toRoll":"4d10","displayText":"4d10"}" title="Clique para rolar. SHIFT/CTRL para rolar duas vezes."><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">4d10</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) de dano de fogo se falhar na resistência, ou metade desse dano se obtiver sucesso.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O fogo não ataca. No seu primeiro turno, se não tiver sido reduzido a 0 pontos de vida, ele fala:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
dragão de fogo sibila ao se dirigir a você. "Meus cavaleiros caíram nas
trevas. Salve-os se puder. Mostre-lhes a luz que perderam!" Com isso, o
fogo se apaga.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O dragão refere-se à Ordem do Dragão de Prata e ao farol ( </span></span><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área Q53</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="16" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q7. Salão</span></span></span><span class="ve-flex-vh-center"> </span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Cortinas
de veludo esfarrapadas cobrem as janelas altas e finas que circundam
esta sala. Os móveis estão cobertos de poeira e teias de aranha e estão
em desordem. Um lustre de latão danificado está pendurado no teto,
coberto por um mural desbotado que retrata dragões metálicos e pássaros
coloridos voando sob nuvens brancas.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O tempo e o abandono danificaram os móveis, não deixando nada de valor.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="17" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q8. Portão de ferro</span></span></span><span class="ve-flex-vh-center"> </span></span></h2></div><div class="rd__b rd__b--1" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um
portão de ferro, acorrentado, fecha um arco de 3 metros de altura na
parede norte da mansão. A chave do cadeado da corrente foi perdida há
muito tempo, mas a fechadura pode ser arrombada por alguém que use
ferramentas de ladrão e faça um teste bem sucedido de Destreza CD 20. A
fechadura antiga pode ser quebrada por um personagem que use uma arma
contundente ou cortante e obtenha sucesso em um teste de Força CD 15.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Lances
de degraus de pedra com três metros de altura a oeste e leste do arco
levam até patamares e portas que dão acesso às áreas Q7 e Q9.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="18" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q9. Alojamento dos servos</span></span></span><span class="ve-flex-vh-center"> </span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Cortinas
marrons esfarrapadas cobrem as janelas desta sala circular, e uma
cortina pesada está pendurada em um arco ao sul. Espalhados pelo chão
estão os destroços de meia dúzia de camas e outros móveis.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os
empregados domésticos de Lorde Argynvost já dormiram aqui. O quarto não
contém nada de valor. Além da cortina fica a cozinha (área Q10).</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="19" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q10. Cozinha</span></span></span><span class="ve-flex-vh-center"> </span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esta
cozinha foi saqueada, as mesas viradas. O chão está cheio de utensílios
enferrujados e louças quebradas. Janelas estreitas ladeando uma lareira
dão para um cemitério. Uma panela de ferro aberta está pendurada em um
gancho dentro da lareira enegrecida. Ele balança no gancho e balança
para cima e para baixo, como se algo estivesse dentro dele.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A panela de ferro contém um </span></span><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">morcego</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> comum . Quando os personagens se aproximam, ele voa e voa pela sala.</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="20" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q11. Armazenamento de vinho</span></span></span><span class="ve-flex-vh-center"> </span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Cinco barris estão em suportes de madeira ao longo das paredes deste depósito escuro e mofado.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Escondido atrás dos barris está um elfo ferido chamado </span></span><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Savid</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (N macho elfo </span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">batedor do</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> crepúsculo ). Ele tem 4 pontos de vida restantes e fica grato por qualquer cura que os personagens possam fornecer.</span></span></span></p><p><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Savid</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> vive com os outros elfos do crepúsculo da Baróvia no acampamento Vistani nos arredores de Vallaki ( </span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 5</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área N9</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ). Ele estava procurando na floresta por uma garota vistani desaparecida chamada </span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Arabelle</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> quando uma multidão errante de agulhas o abordou. Ele foi forçado a se refugiar na mansão.</span></span></span></p><p><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Savid</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , que tem mais de quatrocentos anos, oferece as seguintes informações úteis:</span></span></span></p><ul class="rd__list"><li class="rd__li"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Argynvost era um dragão prateado que gostava de assumir formas humanas. Argynvostholt era o lar do dragão.</span></span></li><li class="rd__li"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Disfarçado
de humano, o nobre dragão liderou um grupo de cavaleiros chamado Ordem
do Dragão de Prata. Eles deram abrigo aos refugiados que vieram para o
vale para escapar do exército de Strahd. Os soldados de Strahd mataram o
dragão, destruíram a ordem e saquearam a mansão.</span></span></li><li class="rd__li"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Vistani e elfos do crepúsculo evitam a mansão, acreditando que o fantasma do dragão a assombra.</span></span></li></ul><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
vinho nos barris virou vinagre e evaporou há muito tempo. Nas laterais
dos barris estão estampados o nome da vinícola, o Mágico dos Vinhos, e o
nome do vinho, Champagne du le Stomp.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma porta secreta na extremidade norte da parede oeste pode ser aberta para revelar um covil ( </span></span><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área Q6</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="21" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q12. Sala de jantar</span></span></span><span class="ve-flex-vh-center"> </span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma
mesa de seis metros de comprimento com dragões esculpidos no lugar das
pernas fica no centro deste salão. As cadeiras que cercam a mesa têm
encostos esculpidos que lembram asas de dragão dobradas, e várias
cadeiras foram derrubadas ou quebradas em pedaços. Suspenso acima da
mesa está um lustre de cristal que brilha com uma luz branca suave. Em
alcovas com janelas estão duas estátuas em tamanho real representando
cavaleiros com elmos e escudos com asas de dragão.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A água da chuva escorre pelas rachaduras no teto, escorrendo pela parede oeste e formando uma grande poça no chão.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Cinco
conjuntos de portas de madeira conduzem a este salão. As portas no
canto nordeste estão abertas. Um par de portas de vidro com chumbo, com
as vidraças rachadas e quebradas, estão abertas entre painéis de vitrais
colocados na parede leste. Esses painéis retratam dragões prateados em
voo. Além das portas de vidro fica uma sala escura e enevoada que parece
ser uma capela.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um feitiço </span></span><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de chama contínua</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
foi lançado no lustre de cristal há muito tempo e nunca foi dissipado.
As estátuas dos cavaleiros são realistas, mas inanimadas.</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="22" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q13. Capela da Manhã</span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Pilares
de madeira rachados sustentam uma varanda de madeira em forma de U que
se projeta sobre esta capela com paredes de pedra. Arcos estreitos levam
a escadas em espiral que levam à varanda, e uma porta inserida na
parede norte tem uma viga de madeira que a barra. No extremo nascente da
capela repousa um altar de pedra ladeado por candelabros de ferro. O
altar é esculpido com baixo-relevo do sol nascente. Janelas altas e
arqueadas com painéis de vitrais decoram as paredes atrás do altar. Uma
das janelas foi quebrada, cobrindo o chão da capela com cacos de vidro
colorido e permitindo que uma névoa espessa entrasse e enchesse a sala.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se o farol não estiver aceso (ver </span></span><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">áreas Q16</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e </span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q53</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ), adicione:</span></span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Através da neblina, você vê três figuras blindadas ajoelhadas diante do altar.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As figuras são três </span></span><span style="font-size: medium;"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">revenants</span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
vestidos com cota de malha esfarrapada que oferece a mesma proteção que
uma armadura de couro. Cada revenant empunha uma espada longa. Se o
farol for aceso, os revenants serão purificados de seu ódio e colocados
para descansar, e os personagens encontrarão três cadáveres blindados e
com espadas longas caídos no chão em frente ao altar.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os
revenants, se ainda ativos, ficam cegos por seu ódio e atacam os
personagens assim que os avistam, tentando expulsá-los de Argynvostholt.
Como uma ação, um fantasma ataca duas vezes com sua espada longa,
empunhando a arma com ambas as mãos e causando 15 ( </span></span><span style="font-size: medium;"><span class="roller render-roller" data-packed-dice="{"type":"dice","rollable":true,"toRoll":"2d10 + 4","displayText":"2d10 + 4"}" title="Clique para rolar. SHIFT/CTRL para rolar duas vezes."><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">2d10 + 4</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) de dano cortante em um acerto.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Personagens
que estudam a iconografia e orientação da sala (o fato de que ela atrai
luz do leste) podem determinar, com um teste bem-sucedido de
Inteligência ( </span></span><span style="font-size: medium;"><span class="help help--hover" data-vet-hash="religion_phb" data-vet-is-faux-page="true" data-vet-page="skill" data-vet-source="PHB"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Religião</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
) CD 10, que a capela é dedicada a um deus do amanhecer. Qualquer
pessoa familiarizada com a religião Baroviana pode concluir que o deus
em questão é o Morninglord.</span></span></span></p><span style="font-size: medium;"><span class="HwtZe" lang="pt"><span class="jCAhz ChMk0b"><span class="ryNqvb">A varanda (área Q24) tem 6 metros de altura e pode ser alcançada subindo qualquer escada em espiral (área Q14).</span></span><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb">Os personagens que estão perto do altar e olham para cima podem ver o interior oco da torre do farol.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">O patamar inferior da torre (área Q50) está 60 pés acima do chão da capela, e o patamar superior (área Q51) está outros 20 pés acima disso.</span></span><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb">A barra na porta norte é facilmente levantada deste lado.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Uma vez removida a barra, a porta pode ser aberta para revelar uma escadaria de pedra que leva a um cemitério (área Q15).</span></span><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb">Q14.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb"> </span></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><span style="font-size: medium;"><span class="HwtZe" lang="pt"><span class="jCAhz ChMk0b"><span class="ryNqvb"> </span></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><span style="font-size: medium;"><span class="HwtZe" lang="pt"><b><span class="jCAhz ChMk0b"><span class="ryNqvb">Escadas da Capela p134</span></span><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb"> </span></span></b></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><span style="font-size: medium;"><span class="HwtZe" lang="pt"><span class="jCAhz ChMk0b"><span class="ryNqvb">Janelas estreitas permitem que a luz fraca entre nesta escada em espiral de um metro e meio de largura.</span></span><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb">A escada leva da capela (área Q13) até a varanda da capela (área Q24) e sobe mais 6 metros até uma sala pequena e vazia com uma janela que dá para a capela.</span></span><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb">Q15.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Cemitério p134</span></span><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb">Escondido atrás da mansão há um cemitério envolto em névoa, cercado por uma cerca de ferro forjado de mais de dois metros de altura.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">No canto nordeste fica um mausoléu.</span></span><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb">Se o farol não estiver aceso (ver áreas Q16 e Q53), leia o seguinte texto quando os personagens cruzarem o cemitério pela primeira vez:</span></span><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb">De repente você sente que alguém ou algo está te observando.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Olhando para cima, você vê um homem bem vestido, com uma espessa cabeleira de cardo, observando você de uma janela de uma torre alta.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Ele fecha a cortina e desaparece de vista.</span></span><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb">O homem estranho observa os personagens pela janela sudeste da área Q42.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Ele é apenas uma aparição destinada a atrair os personagens para aquela sala.</span></span><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb">O mausoléu está descrito na área Q16.</span></span><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb">A espessa neblina obscurece o fato de que cinco das sepulturas foram desenterradas.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Uma inspeção mais detalhada e um teste bem-sucedido de Sabedoria (Percepção) CD 10 revelam que os cadáveres enterrados lá rastejaram para fora da terra.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Dos cadáveres desaparecidos não há sinal, mas a cerca circundante está intacta, o que sugere que ninguém entrou no cemitério pelo lado de fora.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">(Esses cadáveres foram animados pelos espíritos dos revenants e abriram caminho para sair.)</span></span><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb">Uma escadaria de pedra serpenteia do lado de fora de uma torre até um patamar de laje em frente a uma porta de madeira resistente.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">A porta está trancada por dentro e dá para a capela (área Q13).</span></span><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb">Q16.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb"> </span></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><span style="font-size: medium;"><span class="HwtZe" lang="pt"><span class="jCAhz ChMk0b"><span class="ryNqvb"> </span></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><span style="font-size: medium;"><span class="HwtZe" lang="pt"><span class="jCAhz ChMk0b"><span class="ryNqvb"><b>Mausoléu do Dragão p134</b></span></span><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb"> </span></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><span style="font-size: medium;"><span class="HwtZe" lang="pt"><span class="jCAhz ChMk0b"><span class="ryNqvb">Gárgulas folheadas a prata manchadas em forma de filhotes de dragão agarram-se ao telhado de pedra deste mausoléu.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Uma porta de mármore branco de 2,5 metros de altura e mais de um metro de largura, instalada na parede sudoeste, tem um nome gravado: Argynvost.</span></span><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb">As gárgulas em forma de dragão são estátuas inofensivas.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">A porta de pedra pode ser aberta com um teste bem-sucedido de Força CD 15.</span></span><span class="jCAhz"><span class="ryNqvb">
</span></span><span class="jCAhz ChMk0b"><span class="ryNqvb">O interior do mausoléu é escuro e empoeirado.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Você vê quatro alcovas vazias com piso elevado.</span></span> <span class="jCAhz ChMk0b"><span class="ryNqvb">Gravado na parede oposta está um verso escrito em Dracônico.</span></span></span></span></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Personagens que conseguem ler a escrita Dracônica podem decifrar a escrita na parede: <br /></span></span><span style="font-size: medium;"><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Aqui jazem os ossos e tesouros de Argynvost, senhor de Argynvostholt e fundador da Ordem do Dragão de Prata</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="26" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Desenvolvimento</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p135</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se o crânio de Argynvost for trazido do Castelo Ravenloft (ver </span></span><span style="font-size: medium;"><a href="https://5e.tools/adventure.html#CoS,5"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 4</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><a data-vet-entry="{"type":"entries","name":"K67. Hall of Bones","page":78,"id":"261","entries":["Once a mess hall for the castle guards, this room is now {@hazard desecrated ground} (see \"{@book Wilderness Hazards|DMG|5|Wilderness Hazards}\" in chapter 5, \"Adventure Environments,\" of the {@book Dungeon Master's Guide|DMG}).",{"type":"insetReadaloud","id":"262","entries":["Dark stains cover the floor of this area. Large oak tables, scarred and beaten, lay scattered like toys about the room, their wood crushed and splintered. Replacing them are furnishings made entirely of human bones.","The walls and the twenty-foot-high vaulted ceiling are a sickly yellow color, not because of faded or timeworn plaster but because they are adorned with bones and skulls arranged in a morbidly decorative fashion, giving the room a cathedral-like quality. Four enormous mounds of bones occupy the corners of this ossuary, and garlands of skulls extend from these mounds to a chandelier of bones that hangs from the ceiling above a long table constructed of bones in the center of the room. Ten chairs made of bones and festooned with decorative skulls surround the table, resting atop which is an ornate, bowl-shaped vessel made of yet more bones.","The doors to the north and south are sheathed in bone, but the steel-banded double doors in the center of the east wall are not. Above these eastern doors is mounted the skull of a dragon."]},"{@creature Cyrus Belview|CoS} (see {@area area K62|252|x}) created this enormous work of art out of the bones of dead servants and slain adventurers. It has taken him many years to complete it. The bones and skulls are held together with gray mortar and white paste. The dark stains on the floor are old bloodstains, caused here when Strahd hunted down and killed the remainder of his castle guards.","The dragon skull mounted above the eastern doors belonged to Argynvost (see {@adventure chapter 7|CoS|8}), a silver dragon that was killed in the valley by Strahd and his army before the founding of Castle Ravenloft. The skull weighs 250 pounds.",{"type":"entries","name":"Fortunes of Ravenloft","page":78,"id":"263","entries":["If your card reading reveals that a treasure is here, it is lying on the bone table.","If your card reading indicates an encounter with {@creature Strahd von Zarovich|CoS|Strahd} in this area, he is sitting comfortably at one end of the table, holding the skull of a long-dead foe."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,5,k67.%20hall%20of%20bones,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área K67</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) e selado dentro do mausoléu, o espírito do dragão se transforma em uma luz brilhante no topo da torre (ver </span></span><a data-vet-entry="{"type":"entries","name":"Q53. Beacon of Argynvostholt","page":142,"id":"4b1","entries":[{"type":"insetReadaloud","id":"4b2","entries":["Wooden stairs climb to the tower's peak, which has a stone floor and a thirty-foot-high pitched roof. Ravens roost on crisscrossing rafters, coming and going through small holes in the roof. Ten-foot-high, five-foot-wide arched windows are evenly spaced around the walls. Each window consists of a lead latticework fitted with small panes of transparent glass."]},"The {@creature Raven||ravens} that roost here are harmless, but they watch the characters with great interest. If the characters look out the windows, you can use the following text to describe what they see in the distance.",{"type":"insetReadaloud","id":"4b3","entries":["To the north and east lies a mist-shrouded valley with dark woods, a small town, and a lonely windmill on a precipice. To the south, a river flows through a foggy marsh. To the west, between rocky hills, you glimpse an abbey perched on a snowy mountainside beyond a long stretch of fog-smothered pines."]},"The small town is Vallaki ({@adventure chapter 5|CoS|6}). The windmill is Old Bonegrinder ({@adventure chapter 6|CoS|7}). The abbey is the Abbey of Saint Markovia in Krezk ({@adventure chapter 8|CoS|9}).",{"type":"entries","name":"Lighting the Beacon","page":142,"id":"4b4","entries":["When the skull of Argynvost is placed in the dragon's mausoleum ({@area area Q16|450|x}), the dragon's spirit transforms into a brilliant light that fills this room and flashes across the valley like the beacon of a lighthouse. Even if the tower is cast down, the light of Argynvost remains where it is, flashing in the sky. Although the mountains prevent the beacon's light from reaching Castle Ravenloft directly, Strahd can see the light's glow in the sky to the west.","The beacon can be seen in Vallaki ({@adventure chapter 5|CoS|6}), Krezk ({@adventure chapter 8|CoS|9}), and Berez ({@adventure chapter 10|CoS|11}), as well as from Old Bonegrinder ({@adventure chapter 6|CoS|7}), Van Richten's Tower ({@adventure chapter 11|CoS|12}), and the werewolf den ({@adventure chapter 15|CoS|16}).","The beacon's light can be \"felt\" even by creatures that are blind. The light allows good-aligned creatures to experience glimmers of hope and joy, while evil creatures find the light disconcerting.",{"type":"entries","name":"Beacon of Protection","page":142,"id":"4b5","entries":["While the beacon shines, characters and other creatures that oppose Strahd gain a +1 bonus to AC and saving throws for as long as they remain in Barovia."]},{"type":"entries","name":"Revenants at Rest","page":142,"id":"4b6","entries":["{@creature Vladimir Horngaard|CoS} and the other revenants that haunt Barovia see the light as a reminder of all that was once good and noble about the knightly order to which they once belonged. They let go of their hatred and their corporeal bodies, leaving corpses behind as their spirits find rest at long last. Henceforth, any random encounter with a revenant should be treated as no encounter."]}]},{"type":"entries","name":"Fortunes of Ravenloft","page":142,"id":"4b7","entries":["If your card reading reveals that a treasure is here, it's resting on the west windowsill."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,8,q53.%20beacon%20of%20argynvostholt,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área Q53</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="27" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q17. Escadas Oeste</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p135</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Janelas estreitas iluminam esta escada em espiral empoeirada de um metro e meio de largura.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Estas escadas ligam as varandas do segundo piso (área Q18) às </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Q30. Curtained Staircase","page":136,"id":"474","entries":["A tattered black curtain conceals an archway leading to a spiral staircase that descends to {@area area Q17|455|x}.","At the top of the stairs is a secret door that can be pulled open to reveal {@area area Q36|47e|x} beyond."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,8,q30.%20curtained%20staircase,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">áreas Q30</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e </span></span><a data-vet-entry="{"type":"entries","name":"Q36. Dragon's Audience Hall","page":138,"id":"47e","entries":[{"type":"insetReadaloud","id":"47f","entries":["The west wall of this fifty-foot-long, thirty-foot-wide audience hall has crumbled, leaving a gaping hole and a pile of rubble. Weapons and shields that once hung from the walls have fallen to the floor and succumbed to rust. A large, wooden throne carved to resemble a dragon with unfolding wings faces three tall windows to the west. Slumped in the throne is a gaunt, armored figure with one gauntlet wrapped around the hilt of a greatsword."]},"{@creature Vladimir Horngaard|CoS} (see {@area appendix D|7cb|x}), commander of the fallen Order of the Silver Dragon, is slumped in the throne. If the beacon of Argynvostholt (see {@area area Q53|4b1|x}) has been lit, the corpse is lifeless, and characters can plunder it freely (see \"{@area Treasure|481|x}\" below).","If the beacon has not been lit, the body is serving as a host for the revenant. If the characters approach it, it says, \"Go away.\" If they don't leave immediately, read:",{"type":"insetReadaloud","id":"480","entries":["The creature's grip on the greatsword tightens. \"If you have come to destroy me, know this: I perished defending this land from evil over four centuries ago, and because of my failure, I am forever doomed. If you destroy this body, my spirit will find a new corpse to inhabit, and I will hunt you down. You cannot free me from my damnation, nor would I wish it.\"","\"If you have come to free this land from the creature that feasts on the blood of the innocent, know this: There is no monster I hate more than {@creature Strahd von Zarovich|CoS}. He slew Argynvost, broke the life of the knight I loved, and destroyed the valiant order to which I devoted my life, but Strahd has already died once. He can't be allowed to die again. Instead, he must suffer eternally in a hell of his own creation, from which he can never escape. Whatever can be done to bring him misery and unrest, I will do, but I will destroy anyone who tries to end his torment.\""]},"Vladimir fights in self-defense. He also rises from his throne and attacks if the characters fail to heed his warning and press him for help destroying Strahd. The first time Vladimir takes damage, six {@creature Phantom Warrior|CoS|phantom warriors} (see {@area appendix D|79f|x}) materialize and join the fray, coming to his defense.","Hatred so clouds Vladimir's mind that he can't remember that Sir Godfrey ({@area area Q37|484|x}) was his beloved in life. If Sir Godfrey helps the characters and faces Vladimir, anguished recognition shines in Vladimir's eyes, yet only lighting the beacon can free him.",{"type":"entries","name":"Treasure","page":138,"id":"481","entries":["{@creature Vladimir Horngaard|CoS} wields a {@item +2 greatsword}.","Vladimir wears a platinum holy symbol of the Morninglord (worth 250 gp) around his neck, underneath his half plate armor."]},{"type":"entries","name":"Fortunes of Ravenloft","page":139,"id":"482","entries":["If your card reading reveals that a treasure is here, it's in Vladimir's possession, and he doesn't part with it willingly unless the beacon of Argynvostholt has been lit (see {@area area Q53|4b1|x})."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,8,q36.%20dragon's%20audience%20hall,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q36</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> do terceiro piso.</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="28" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q18. Varandas</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p135</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Duas
varandas de pedra ladeiam o foyer principal. Balaústres esculpidos para
lembrar cavaleiros em armaduras brilhantes sustentam suas grades de
pedra elegantemente esculpidas. Armas e escudos enfeitam as paredes ao
longo de cada uma dessas passarelas, enquanto bustos de alabastro de
homens bonitos flanqueiam os corredores que levam ao norte e ao sul,
longe do saguão. No extremo oeste de cada varanda há um arco que leva a
uma escada em espiral que sobe.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A varanda fica 20 pés acima do piso do hall de entrada ( </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Q3. Dragon's Foyer","page":132,"id":"42f","entries":[{"type":"insetReadaloud","id":"430","entries":["This room feels like a king's tomb. A grand staircase leads up to stone balconies held aloft by stone pillars and arches. A tall, faded tapestry depicting a nobleman in silver armor hangs from an iron rod above the staircase landing.","Six sets of double doors lead from this foyer. Along the walls, displayed on marble pedestals, are three alabaster busts of handsome men. A fourth bust and its pedestal have been knocked over, and their shattered remains lie strewn across the mosaic floor. Two chandeliers of wrought iron hang from the ceiling like monstrous black spiders."]},"The tapestry is torn in places and worthless. It is a portrait of Lord Argynvost. The alabaster busts depict several of the dragon's other human guises. The stairs lead up to the second-floor balconies ({@area area Q18|457|x}).",{"type":"entries","name":"Shadow of Argynvost","page":132,"id":"431","entries":["The first time the characters pass through this foyer, read:",{"type":"insetReadaloud","id":"432","entries":["A great shadow with wings moves across the walls and disappears. You hear the soft bestial hiss in the darkness."]},"The draconic shadow is ominous yet harmless."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,8,q3.%20dragon's%20foyer,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área Q3</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
). As armas e escudos pendurados nas paredes não são mágicos. Os
bustos, exibidos sobre pedestais de madeira, retratam várias formas
humanas do dragão Argynvost. Seus olhos parecem observar os personagens
enquanto eles passam, mas o efeito é uma ilusão de ótica.</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="29" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q19. Quartos em ruínas</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p135</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Existem dois desses quartos.</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
extremidade sul desta sala desabou, expondo a câmara aos elementos.
Alguns móveis estão quebrados sob os escombros caídos do nível acima.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O piso de madeira range sob os pés. Embora seja seguro caminhar, isso atrai as </span></span><span style="font-size: medium;"><a data-vet-hash="giant%20spider_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#giant%20spider_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">aranhas gigantes</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> da </span></span><a data-vet-entry="{"type":"entries","name":"Q4. Spiders' Ballroom","page":132,"id":"433","entries":[{"type":"insetReadaloud","id":"434","entries":["Rubble is strewn throughout much of this vast chamber, caused by the partial collapse of the rooms above it. On the pink marble floor, fallen chandeliers lie amid broken chairs and other furnishings. Thick webs stretch from wall to wall, and moving among them are too many giant spiders to count!"]},"Nine {@creature Giant Spider||giant spiders} nest here. They attack anyone who gets too close."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,8,q4.%20spiders'%20ballroom,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área Q4</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . As aranhas rastejam até a sala e atacam. O piso aqui fica 6 metros acima do piso do salão de baile.</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="30" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q20. Alcova Sul</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p135</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma cortina de veludo vermelho está pendurada na frente de uma alcova no canto sudeste deste salão. Ele ondula levemente.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma
das janelas estreitas no fundo da alcova tem uma vidraça quebrada por
onde passa uma leve brisa, fazendo a cortina se mover. Quando os
personagens olharem por trás da cortina, leia:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um pano preto cobre algo em cima de um pedestal de mármore branco.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Abaixo
do pano preto está a cabeça decepada de um personagem determinado
aleatoriamente – uma ilusão criada pela consciência de Strahd. Na
verdade, é um busto de alabastro requintado de um belo ser humano de
meia-idade com bigode e barba bem aparados (Lord Argynvost). A ilusão é
forte demais para ser desacreditada, mas pode ser dissipada se o busto
for quebrado ou encoberto novamente.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="31" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q21. Alcova Norte</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p135</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma cortina de veludo vermelho está pendurada na frente de uma alcova no canto nordeste deste salão.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
alcova está vazia, exceto pelas janelas estreitas nas paredes dos
fundos. Sempre que os personagens abrem a cortina e vão embora, a
cortina é fechada quando eles retornam. Somente removendo a cortina de
sua haste é que eles podem evitar que a cortina se feche sozinha.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="32" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q22. Banheiro</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p135</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
sala contém uma banheira de ferro e painéis de madeira nas paredes que
chegam a um metro de altura. Acima dos painéis, as paredes são pintadas
com um mural contínuo e desbotado de uma paisagem montanhosa.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O mural retrata com precisão as montanhas Balinok.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="33" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q23. Despensa</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p135</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
água da chuva escoa pelas rachaduras no teto e flui para uma piscina no
piso de madeira caído. A piscina ocupa cerca de metade da sala.
Prateleiras de pedra nua alinham-se nas paredes.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esta
sala foi completamente saqueada. O piso de madeira é macio e esponjoso e
não suporta mais de 45 quilos de peso. Se mais peso for aplicado, o
chão desaba e qualquer criatura na sala cai 6 metros, sofrendo dano
normalmente e caindo na </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Q12. Dining Hall","page":133,"id":"446","entries":[{"type":"insetReadaloud","id":"447","entries":["A twenty-foot-long table with sculpted dragons for legs stands in the center of this hall. The chairs that surround the table have backs carved to resemble folded dragon wings, and several of the chairs have been overturned or smashed to pieces. Suspended above the table is a crystal chandelier that glows with a soft white light. Standing in windowed alcoves are two life-sized statues depicting knights with dragon-winged helms and shields.","Rainwater trickles through cracks in the ceiling, flowing down the west wall and adding to a large puddle on the floor.","Five sets of wooden doors lead to this hall. The doors in the northeast corner hang open. A pair of leaded glass doors, their panes cracked and broken, stand open between panels of stained glass set into the east wall. These panels depict silver dragons in flight. Beyond the glass doors lies a dark, misty room that appears to be a chapel."]},"A {@spell continual flame} spell was cast on the crystal chandelier long ago and has never been dispelled. The knight statues are lifelike but inanimate."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,8,q12.%20dining%20hall,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área Q12</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="34" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q24. Varanda da Capela</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p136</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esta
varanda de madeira pende sobre a capela do casarão. Um trono de madeira
primorosamente esculpido fica na extremidade oeste, entre duas portas, e
arcos estreitos levam a escadas em espiral que sobem e descem.
Pendurado no teto alto está um lustre de ferro com castiçais em forma de
pequenos dragões prateados.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As portas atrás do trono levam às </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Q20. South Alcove","page":135,"id":"45c","entries":[{"type":"insetReadaloud","id":"45d","entries":["A red velvet curtain hangs in front of an alcove in the southeast corner of this hall. It ripples ever so slightly."]},"One of the narrow windows in the back of the alcove has a broken glass pane through which a slight breeze passes, causing the curtain to move. When the characters look behind the curtain, read:",{"type":"insetReadaloud","id":"45e","entries":["A black cloth covers something atop a white marble pedestal."]},"Beneath the black cloth is the severed head of a randomly determined character—an illusion created by Strahd's consciousness. In actuality, it's an exquisite alabaster bust of a handsome, middle-aged human with a neatly trimmed mustache and beard (Lord Argynvost). The illusion is too strong to be disbelieved, but it can be dispelled if the bust is broken or covered up again."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,8,q20.%20south%20alcove,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">áreas Q20</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e </span></span><a data-vet-entry="{"type":"entries","name":"Q21. North Alcove","page":135,"id":"45f","entries":[{"type":"insetReadaloud","id":"460","entries":["A red velvet curtain hangs in front of an alcove in the northeast corner of this hall."]},"The alcove is empty except for the narrow windows in the back walls. Whenever the characters part the curtain and leave, the curtain is closed when they return. Only by removing the curtain from its rod can they prevent the curtain from closing on its own."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,8,q21.%20north%20alcove,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q21</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . Uma grade de madeira circunda a varanda, que fica 20 metros acima do piso da capela ( </span></span><a data-vet-entry="{"type":"entries","name":"Q13. Chapel of Morning","page":134,"id":"448","entries":[{"type":"insetReadaloud","id":"449","entries":["Cracked wooden pillars support a wooden, U-shaped balcony that overhangs this stone-walled chapel. Narrow archways lead to spiral staircases that curl up to the balcony, and a door set into the north wall has a wooden beam barring it. At the east end of the chapel rests a stone altar flanked by iron candelabras. The altar is carved with a rising sun bas-relief. Tall, arching windows set with panels of stained glass decorate the walls behind the altar. One of the windows has been shattered, covering the chapel floor with shards of colored glass and allowing thick fog to enter and fill the room."]},"If the beacon has not been lit (see {@area areas Q16|450|x} and {@area Q53|4b1|x}), add:",{"type":"insetReadaloud","id":"44a","entries":["Through the fog, you see three armored figures kneeling before the altar."]},"The figures are three {@creature Revenant||revenants} clad in tattered chain mail that affords the same protection as leather armor. Each revenant wields a longsword. If the beacon is lit, the revenants are cleansed of their hatred and laid to rest, and the characters find three armored corpses with longswords lying on the floor in front of the altar.","The revenants, if still active, are blinded by their hate and attack the characters on sight, seeking to drive them out of Argynvostholt. As an action, a revenant attacks twice with its longsword, wielding the weapon with both hands and dealing 15 ({@dice 2d10 + 4}) slashing damage on a hit.","Characters who study the room's iconography and orientation (the fact that it draws light from the east) can determine, with a successful DC 10 Intelligence ({@skill Religion}) check, that the chapel is dedicated to a god of the dawn. Anyone familiar with Barovian religion can conclude that the god in question is the Morninglord.","The balcony ({@area area Q24|465|x}) is 20 feet high and can be reached by climbing either spiral staircase (area Q14).","Characters who stand near the altar and look up can see the hollow interior of the beacon tower. The tower's lower landing ({@area area Q50|4a8|x}) is 60 feet above the chapel floor, and the upper landing ({@area area Q51|4aa|x}) is another 20 feet above that.","The bar across the north door is easily lifted from this side. Once the bar is removed, the door can be pulled open to reveal a stone staircase leading down to a cemetery (area Q15)."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,8,q13.%20chapel%20of%20morning,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área Q13</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="35" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q25. Corredor Preso</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p136</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Este
corredor em forma de T tem ramificações para oeste, leste e sul. Três
janelas em arco na parede norte dão para o terreno enevoado.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O teto do corredor tem 6 metros de altura. As portas de madeira para </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Q27. Knights' Quarters","page":136,"id":"46c","entries":[{"type":"insetReadaloud","id":"46d","entries":["This room is littered with the wreckage of ancient bunk beds. Five dirt-caked windows allow precious little light to enter, and between them are four empty armor stands. Empty torch sconces line the walls."]},"Four {@creature Phantom Warrior|CoS|phantom warriors} (see {@area appendix D|79f|x}) haunt this room. They manifest only when the characters enter the room or trigger the magic trap in {@area area Q25|467|x}. They fight until destroyed."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,8,q27.%20knights'%20quarters,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">as áreas Q27</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e </span></span><a data-vet-entry="{"type":"entries","name":"Q28. Knights' Quarters","page":136,"id":"46f","entries":[{"type":"insetReadaloud","id":"470","entries":["Tattered and faded drapes cover the windows of this circular room, and empty torch sconces line the walls. Broken bunk beds and armor stands are strewn on the floor."]},"Three {@creature Phantom Warrior|CoS|phantom warriors} (see {@area appendix D|79f|x}) haunt this room. They manifest only when the characters enter the room or trigger the magic trap in area Q25. They fight until destroyed.",{"type":"entries","name":"Treasure","page":136,"id":"471","entries":["Buried under the wreckage is a small wooden coffer containing four {@item Potion of Invulnerability||potions of invulnerability}. A search of the room yields this lost cache."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,8,q28.%20knights'%20quarters,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q28</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
estão trancadas, exigindo um teste bem-sucedido de Força CD 20 para
serem quebradas. Os quadrados de 3 metros em frente às portas (marcados
com T no </span></span><a data-vet-entry="{"type":"section","name":"Areas of Argynvostholt","page":130,"id":"42a","entries":["The following areas correspond to labels on the maps of Argynvostholt below.",{"type":"gallery","images":[{"type":"image","href":{"type":"internal","path":"adventure/CoS/077-020.jpg"},"title":"Map 7.1: Argynvostholt (Area Q)","width":4800,"height":6600,"mapRegions":[{"area":"46f","points":[[2251,988],[2251,542],[1793,542],[1793,988]]},{"area":"46c","points":[[2975,990],[2975,543],[3428,543],[3428,990]]},{"area":"467","points":[[2256,999],[2256,840],[2962,840],[2962,999]]},{"area":"472","points":[[2114,1001],[2114,1420],[2539,1420],[2539,1001]]},{"area":"469","points":[[2682,1000],[2682,1420],[3122,1420],[3122,1000]]},{"area":"455","points":[[2121,1572],[2121,1282],[1807,1282],[1807,1572]]},{"area":"457","points":[[2831,2141],[2831,1434],[2124,1434],[2124,2141]]},{"area":"455","points":[[2121,1989],[2121,2302],[1819,2302],[1819,1989]]},{"area":"45a","points":[[2121,2150],[2121,2675],[3116,2675],[3116,2150]]},{"area":"44b","points":[[3535,1570],[3535,1268],[3847,1268],[3847,1570]]},{"area":"44b","points":[[3532,2002],[3532,2311],[3862,2311],[3862,2002]]},{"area":"465","points":[[3268,1581],[3268,1992],[3988,1992],[3988,1581]]},{"area":"463","points":[[2836,1572],[2836,1781],[3109,1781],[3109,1755],[2932,1572]]},{"area":"461","points":[[2838,1790],[2838,1996],[2930,1996],[3108,1818],[3108,1790]]},{"area":"45f","points":[[2838,1434],[2838,1563],[2936,1563],[3126,1753],[3126,1820],[2938,2008],[2839,2008],[2839,2138],[3222,2138],[3254,2106],[3254,1480],[3211,1434]]},{"area":"450","points":[[3922,626],[3922,1232],[4507,1232],[4507,626]]},{"area":"43c","points":[[2255,3582],[2255,3105],[1776,3105],[1776,3582]]},{"area":"43f","points":[[2968,3581],[2968,3118],[3445,3118],[3445,3581]]},{"area":"43e","points":[[2260,3581],[2260,3121],[2959,3121],[2959,3581]]},{"area":"437","points":[[2110,3590],[2110,4014],[2538,4014],[2538,3590]]},{"area":"444","points":[[2546,3593],[2546,4014],[2826,4014],[2826,3593]]},{"area":"442","points":[[2835,3588],[2835,4013],[3116,4013],[3116,3588]]},{"area":"42d","points":[[1836,4633],[1836,4102],[1477,4102],[1477,4633]]},{"area":"42b","points":[[937,4133],[937,4615],[1279,4615],[1279,4133]]},{"area":"42f","points":[[2825,4021],[2825,4736],[1841,4736],[1841,4021]]},{"area":"446","points":[[2829,4021],[2829,4734],[3265,4734],[3265,4021]]},{"area":"448","points":[[3267,4159],[3267,4598],[3999,4598],[3999,4159]]},{"area":"44b","points":[[3535,4151],[3535,3987],[3840,3987],[3840,4151]]},{"area":"44b","points":[[3532,4604],[3532,4890],[3836,4890],[3836,4604]]},{"area":"435","points":[[2387,5578],[2387,6181],[2855,6181],[2855,5578]]},{"area":"44d","points":[[3271,3591],[3271,3981],[3916,3981],[3916,3591]]},{"area":"450","points":[[3997,3458],[3997,3566],[4068,3566],[4134,3632],[4134,3710],[4246,3710],[4246,3641],[4319,3568],[4400,3568],[4400,3458],[4318,3458],[4248,3388],[4248,3310],[4147,3310],[4147,3386],[4073,3458]]},{"area":"433","points":[[2118,4747],[2118,5285],[3123,5285],[3123,4747]]}],"imageType":"map","grid":{"type":"square","size":144,"offsetX":-44,"offsetY":-16,"distance":10},"id":"5eb","hrefThumbnail":{"type":"internal","path":"adventure/CoS/thumbnail/077-020.webp"}},{"type":"image","href":{"type":"internal","path":"adventure/CoS/078-cos701.jpg"},"title":"Player Version","width":4800,"height":6600,"imageType":"mapPlayer","grid":{"type":"square","size":144,"offsetX":-44,"offsetY":-16,"distance":10},"mapParent":{"id":"5eb"}}]},{"type":"entries","name":"Q1. Dragon Statue","page":130,"id":"42b","entries":[{"type":"insetReadaloud","id":"42c","entries":["Perched atop a ten-foot-wide, ten-foot-high cube of granite is a moss-covered statue of a dragon, its wings tucked close to its body. The statue looks east, toward the mansion."]},"The fog makes it hard to see the dragon's features from a distance, but close inspection reveals that it's a silver dragon of noble bearing, its spiny frill cracked and broken in many places. The statue is 10 feet tall but looks much more imposing perched on the granite block.","If scrutinized with a {@spell detect magic} spell, the statue radiates an aura of evocation magic. The dragon statue used to breathe a cone of cold as part of a magic trap, but the trap no longer works (see area Q2)."]},{"type":"entries","name":"Q2. Main Entrance","page":130,"id":"42d","entries":[{"type":"insetReadaloud","id":"42e","entries":["Flagstone steps flanked by stone railings climb to a landing in front of a pair of tall, wooden doors with rusted iron bands and knockers shaped like small dragons. Carved into the lintel above the entrance is the word Argynvostholt."]},"If a creature climbs the steps or sets foot on the landing, the dragon statue (area Q1) opens its mouth and exhales a 60-foot cone of harmless cold air, then closes its mouth and doesn't activate again until the next dawn. At one time, the statue would breathe a cone of ice and hail, but its magic has deteriorated over the years.","The doors are unlocked and can be pushed open to reveal a dark foyer (area Q3)."]},{"type":"entries","name":"Q3. Dragon's Foyer","page":132,"id":"42f","entries":[{"type":"insetReadaloud","id":"430","entries":["This room feels like a king's tomb. A grand staircase leads up to stone balconies held aloft by stone pillars and arches. A tall, faded tapestry depicting a nobleman in silver armor hangs from an iron rod above the staircase landing.","Six sets of double doors lead from this foyer. Along the walls, displayed on marble pedestals, are three alabaster busts of handsome men. A fourth bust and its pedestal have been knocked over, and their shattered remains lie strewn across the mosaic floor. Two chandeliers of wrought iron hang from the ceiling like monstrous black spiders."]},"The tapestry is torn in places and worthless. It is a portrait of Lord Argynvost. The alabaster busts depict several of the dragon's other human guises. The stairs lead up to the second-floor balconies ({@area area Q18|457|x}).",{"type":"entries","name":"Shadow of Argynvost","page":132,"id":"431","entries":["The first time the characters pass through this foyer, read:",{"type":"insetReadaloud","id":"432","entries":["A great shadow with wings moves across the walls and disappears. You hear the soft bestial hiss in the darkness."]},"The draconic shadow is ominous yet harmless."]}]},{"type":"entries","name":"Q4. Spiders' Ballroom","page":132,"id":"433","entries":[{"type":"insetReadaloud","id":"434","entries":["Rubble is strewn throughout much of this vast chamber, caused by the partial collapse of the rooms above it. On the pink marble floor, fallen chandeliers lie amid broken chairs and other furnishings. Thick webs stretch from wall to wall, and moving among them are too many giant spiders to count!"]},"Nine {@creature Giant Spider||giant spiders} nest here. They attack anyone who gets too close."]},{"type":"entries","name":"Q5. Ruined Stable","page":132,"id":"435","entries":[{"type":"insetReadaloud","id":"436","entries":["Here lie the blackened beams of a wooden stable, burned to its stone foundation. Looming above the wreckage is the partially collapsed south end of the mansion, all three of its floors exposed to the elements."]},"There is nothing of value in the stable."]},{"type":"entries","name":"Q6. Dragon's Den","page":132,"id":"437","entries":[{"type":"insetReadaloud","id":"438","entries":["This wood-paneled den has been ransacked, its furnishings tossed about. A cold, dark hearth dominates the west wall between two narrow windows. Standing upright against the north wall is a sarcophagus made of black wood with a queen's effigy carved into its lid."]},"Argynvost had the empty sarcophagus converted into a wine cabinet. Now, only shattered wineglasses and decanters are to be found on the shelves. The den's other furnishings include rotted divans, broken chairs, overturned ottomans, and smashed oil lamps.","A secret door at the north end of the east wall can be pushed open to reveal a storage room ({@area area Q11|444|x}).",{"type":"entries","name":"Living Fire","page":132,"id":"439","entries":["If the beacon of Argynvostholt ({@area area Q53|4b1|x}) has not been lit, read the following text when the characters approach the fireplace for the first time:",{"type":"insetReadaloud","id":"43a","entries":["A fire erupts in the dead hearth and assumes a draconic form. It hisses, crackles, and unfurls its smoky wings."]},"Have the player characters roll initiative. The fire acts on initiative count 10 and has AC 15, 1 hit point, and immunity to fire, poison, and psychic damage. If it is reduced to 0 hit points, it explodes and fills the room with fire, setting fire to the dry furnishings. Each creature in the room must make a DC 12 Dexterity saving throw, taking 22 ({@dice 4d10}) fire damage on a failed save, or half as much damage on a successful one.","The fire doesn't attack. On its first turn, if it has not been reduced to 0 hit points, it speaks:",{"type":"insetReadaloud","id":"43b","entries":["The fiery dragon hisses as it addresses you. \"My knights have fallen into darkness. Save them if you can. Show them the light they have lost!\" With that, the fire burns out."]},"The dragon refers to the Order of the Silver Dragon and the beacon ({@area area Q53|4b1|x})."]}]},{"type":"entries","name":"Q7. Parlor","page":133,"id":"43c","entries":[{"type":"insetReadaloud","id":"43d","entries":["Tattered velvet drapes cover the tall, slender windows that encircle this parlor. The furnishings are covered with dust and cobwebs, and lie in disarray. A damaged brass chandelier hangs from the ceiling, which is covered with a faded mural that depicts metallic dragons and colorful birds flying beneath white clouds."]},"Time and neglect have damaged the furnishings, leaving nothing of value."]},{"type":"entries","name":"Q8. Iron Gate","page":133,"id":"43e","entries":["An iron gate, chained shut, closes off a 10-foot-tall archway on the north wall of the mansion. The key to the chain's padlock was lost long ago, but the lock can be picked by someone who uses thieves' tools and makes a successful DC 20 Dexterity check. The old lock can be smashed by a character who uses a bludgeoning or slashing weapon on it and makes a successful DC 15 Strength check.","Ten-foot-high flights of stone steps to the west and east of the archway lead up to landings and doors that provide access to areas Q7 and Q9."]},{"type":"entries","name":"Q9. Servants' Quarters","page":133,"id":"43f","entries":[{"type":"insetReadaloud","id":"440","entries":["Tattered brown drapes cover the windows of this circular room, and a heavy curtain hangs across an archway to the south. Strewn about the floor is the wreckage of half a dozen beds and other pieces of furniture."]},"Lord Argynvost's household staff once slept here. The room contains nothing of value. Beyond the curtain lies the kitchen (area Q10)."]},{"type":"entries","name":"Q10. Kitchen","page":133,"id":"442","entries":[{"type":"insetReadaloud","id":"443","entries":["This kitchen has been plundered, its tables overturned. The floor is littered with rusted utensils and smashed crockery. Narrow windows flanking a hearth look out over a cemetery. An open iron pot hangs from a hook inside the blackened fireplace. It rattles on its hook and bobs up and down, as though something is inside it."]},"The iron pot contains an ordinary {@creature bat}. When the characters get close, it flies out and flaps about the room."]},{"type":"entries","name":"Q11. Wine Storage","page":133,"id":"444","entries":[{"type":"insetReadaloud","id":"445","entries":["Five barrels lie in wooden braces along the walls of this dark, moldy storage room."]},"Hiding behind the barrels is a wounded elf named {@creature Savid|CoS} (N male dusk elf {@creature scout}). He has 4 hit points remaining and is grateful for any healing the characters can provide.","{@creature Savid|CoS} lives with the other dusk elves of Barovia in the Vistani camp outside Vallaki ({@adventure chapter 5|CoS|6}, {@area area N9|3e8|x}). He was searching the woods for a missing Vistani girl named {@creature Arabelle|CoS} when a wandering mob of needle blights accosted him. He was forced to take refuge in the mansion.","{@creature Savid|CoS}, who is more than four hundred years old, volunteers the following useful information:",{"type":"list","items":["Argynvost was a silver dragon that liked to assume human forms. Argynvostholt was the dragon's home.","In human guise, the noble dragon led a group of knights called the Order of the Silver Dragon. They gave shelter to refugees who had come to the valley to escape Strahd's army. Strahd's soldiers slew the dragon, destroyed the order, and sacked the mansion.","Vistani and dusk elves avoid the mansion, believing that the dragon's ghost haunts it."]},"The wine in the barrels turned to vinegar and evaporated long ago. Emblazoned on the barrels' sides are the name of the winery, the Wizard of Wines, and the name of the wine, Champagne du le Stomp.","A secret door at the north end of the west wall can be pulled open to reveal a den ({@area area Q6|437|x})."]},{"type":"entries","name":"Q12. Dining Hall","page":133,"id":"446","entries":[{"type":"insetReadaloud","id":"447","entries":["A twenty-foot-long table with sculpted dragons for legs stands in the center of this hall. The chairs that surround the table have backs carved to resemble folded dragon wings, and several of the chairs have been overturned or smashed to pieces. Suspended above the table is a crystal chandelier that glows with a soft white light. Standing in windowed alcoves are two life-sized statues depicting knights with dragon-winged helms and shields.","Rainwater trickles through cracks in the ceiling, flowing down the west wall and adding to a large puddle on the floor.","Five sets of wooden doors lead to this hall. The doors in the northeast corner hang open. A pair of leaded glass doors, their panes cracked and broken, stand open between panels of stained glass set into the east wall. These panels depict silver dragons in flight. Beyond the glass doors lies a dark, misty room that appears to be a chapel."]},"A {@spell continual flame} spell was cast on the crystal chandelier long ago and has never been dispelled. The knight statues are lifelike but inanimate."]},{"type":"entries","name":"Q13. Chapel of Morning","page":134,"id":"448","entries":[{"type":"insetReadaloud","id":"449","entries":["Cracked wooden pillars support a wooden, U-shaped balcony that overhangs this stone-walled chapel. Narrow archways lead to spiral staircases that curl up to the balcony, and a door set into the north wall has a wooden beam barring it. At the east end of the chapel rests a stone altar flanked by iron candelabras. The altar is carved with a rising sun bas-relief. Tall, arching windows set with panels of stained glass decorate the walls behind the altar. One of the windows has been shattered, covering the chapel floor with shards of colored glass and allowing thick fog to enter and fill the room."]},"If the beacon has not been lit (see {@area areas Q16|450|x} and {@area Q53|4b1|x}), add:",{"type":"insetReadaloud","id":"44a","entries":["Through the fog, you see three armored figures kneeling before the altar."]},"The figures are three {@creature Revenant||revenants} clad in tattered chain mail that affords the same protection as leather armor. Each revenant wields a longsword. If the beacon is lit, the revenants are cleansed of their hatred and laid to rest, and the characters find three armored corpses with longswords lying on the floor in front of the altar.","The revenants, if still active, are blinded by their hate and attack the characters on sight, seeking to drive them out of Argynvostholt. As an action, a revenant attacks twice with its longsword, wielding the weapon with both hands and dealing 15 ({@dice 2d10 + 4}) slashing damage on a hit.","Characters who study the room's iconography and orientation (the fact that it draws light from the east) can determine, with a successful DC 10 Intelligence ({@skill Religion}) check, that the chapel is dedicated to a god of the dawn. Anyone familiar with Barovian religion can conclude that the god in question is the Morninglord.","The balcony ({@area area Q24|465|x}) is 20 feet high and can be reached by climbing either spiral staircase (area Q14).","Characters who stand near the altar and look up can see the hollow interior of the beacon tower. The tower's lower landing ({@area area Q50|4a8|x}) is 60 feet above the chapel floor, and the upper landing ({@area area Q51|4aa|x}) is another 20 feet above that.","The bar across the north door is easily lifted from this side. Once the bar is removed, the door can be pulled open to reveal a stone staircase leading down to a cemetery (area Q15)."]},{"type":"entries","name":"Q14. Chapel Staircases","page":134,"id":"44b","entries":[{"type":"insetReadaloud","id":"44c","entries":["Narrow windows allow dim light to enter this five-foot-wide spiral staircase."]},"The staircase leads from the chapel (area Q13) to the chapel's balcony ({@area area Q24|465|x}) and climbs another 20 feet to a small, empty room with a window that looks down on the chapel."]},{"type":"entries","name":"Q15. Cemetery","page":134,"id":"44d","entries":[{"type":"insetReadaloud","id":"44e","entries":["Tucked behind the mansion is a fog-shrouded cemetery enclosed by a seven-foot-tall fence of wrought iron. In the northeast corner stands a mausoleum."]},"If the beacon has not been lit (see areas Q16 and {@area Q53|4b1|x}), read the following text when the characters cross the cemetery for the first time:",{"type":"insetReadaloud","id":"44f","entries":["You suddenly feel like someone or something is watching you. Looking up, you spot a well-dressed man with a thick mane of thistledown hair observing you from a high tower window. He draws the curtain and disappears from view."]},"The strange man watches the characters through the southeast window of {@area area Q42|498|x}. He is merely an apparition intended to lure the characters to that room.","The mausoleum is described in area Q16.","The thick fog obscures the fact that five of the graves have been dug up. Closer inspection and a successful DC 10 Wisdom ({@skill Perception}) check reveals that the corpses buried there crawled out of the earth. Of the missing corpses there is no sign, but the surrounding fence is intact, which suggests that no one got into the cemetery from outside. (These corpses were animated by the spirits of revenants and clawed their way out.)","A stone staircase curls up the outside of a turret to a flagstone landing in front of a sturdy wooden door. The door is barred from the inside and opens into the chapel ({@area area Q13|448|x})."]},{"type":"entries","name":"Q16. Dragon's Mausoleum","page":134,"id":"450","entries":[{"type":"insetReadaloud","id":"451","entries":["Tarnished, silver-plated gargoyles shaped like dragon wyrmlings cling to the stone-tiled roof of this mausoleum. An eight-foot-tall, four-foot-wide white marble door set into the southwest wall is engraved with a name: Argynvost."]},"The dragon-shaped gargoyles are harmless statuary. The stone door can be pulled open with a successful DC 15 Strength check.",{"type":"insetReadaloud","id":"452","entries":["The interior of the mausoleum is dark and dusty. You see four empty alcoves with raised floors. Etched into the far wall is a verse written in Draconic."]},"Characters who can read the Draconic script can decipher the writing on the wall:",{"type":"inset","id":"453","entries":["{@i Here lie the bones and treasures of}","{@i Argynvost, lord of Argynvostholt and}","{@i founder of the Order of the Silver Dragon}."]},{"type":"entries","name":"Development","page":135,"id":"454","entries":["If the skull of Argynvost is brought from Castle Ravenloft (see {@adventure chapter 4|CoS|5}, {@area area K67|261|x}) and sealed inside the mausoleum, the dragon's spirit transforms into a brilliant light at the top of the tower (see {@area area Q53|4b1|x})."]}]},{"type":"entries","name":"Q17. West Staircases","page":135,"id":"455","entries":[{"type":"insetReadaloud","id":"456","entries":["Narrow windows illuminate this dusty, five-foot-wide spiral staircase."]},"These staircases connect the second-floor balconies (area Q18) to {@area areas Q30|474|x} and {@area Q36|47e|x} on the third floor."]},{"type":"entries","name":"Q18. Balconies","page":135,"id":"457","entries":[{"type":"insetReadaloud","id":"458","entries":["Two stone balconies flank the main foyer. Balusters carved to resemble knights in shining armor support their elegantly carved stone railings. Weapons and shields festoon the walls along each of these walkways, while alabaster busts of handsome men flank hallways that lead north and south away from the foyer. At the west end of each balcony is an archway that leads to a spiral staircase going up."]},"The balcony is 20 feet above the floor of the foyer ({@area area Q3|42f|x}). The weapons and shields hanging on the walls are nonmagical. The busts, displayed atop wooden pedestals, depict various human guises of the dragon Argynvost. Their eyes seem to watch the characters as they walk by, but the effect is an optical illusion."]},{"type":"entries","name":"Q19. Ruined Bedchambers","page":135,"id":"45a","entries":["There are two of these rooms.",{"type":"insetReadaloud","id":"45b","entries":["The south end of this room has collapsed, exposing the chamber to the elements. A few furnishings lie broken under fallen debris from the level above."]},"The wooden floor creaks underfoot. Although it is safe to walk on, doing so attracts the {@creature Giant Spider||giant spiders} from {@area area Q4|433|x}. The spiders crawl up into the room and attack. The floor here is 20 feet above the floor of the ballroom."]},{"type":"entries","name":"Q20. South Alcove","page":135,"id":"45c","entries":[{"type":"insetReadaloud","id":"45d","entries":["A red velvet curtain hangs in front of an alcove in the southeast corner of this hall. It ripples ever so slightly."]},"One of the narrow windows in the back of the alcove has a broken glass pane through which a slight breeze passes, causing the curtain to move. When the characters look behind the curtain, read:",{"type":"insetReadaloud","id":"45e","entries":["A black cloth covers something atop a white marble pedestal."]},"Beneath the black cloth is the severed head of a randomly determined character—an illusion created by Strahd's consciousness. In actuality, it's an exquisite alabaster bust of a handsome, middle-aged human with a neatly trimmed mustache and beard (Lord Argynvost). The illusion is too strong to be disbelieved, but it can be dispelled if the bust is broken or covered up again."]},{"type":"entries","name":"Q21. North Alcove","page":135,"id":"45f","entries":[{"type":"insetReadaloud","id":"460","entries":["A red velvet curtain hangs in front of an alcove in the northeast corner of this hall."]},"The alcove is empty except for the narrow windows in the back walls. Whenever the characters part the curtain and leave, the curtain is closed when they return. Only by removing the curtain from its rod can they prevent the curtain from closing on its own."]},{"type":"entries","name":"Q22. Bathroom","page":135,"id":"461","entries":[{"type":"insetReadaloud","id":"462","entries":["The room contains an iron tub and has wood paneling on the walls that rises to a height of three feet. Above the paneling, the walls are painted with a continuous, faded mural of a mountainscape."]},"The mural accurately depicts the Balinok Mountains."]},{"type":"entries","name":"Q23. Storage Room","page":135,"id":"463","entries":[{"type":"insetReadaloud","id":"464","entries":["Rainwater seeps through cracks in the ceiling and flows into a pool on the sagging wooden floor. The pool fills about half the room. Bare stone shelves line the walls."]},"This room has been thoroughly looted. The wooden floor is soft and spongy, and it can't support more than 100 pounds of weight. If more weight is applied, the floor collapses, and any creature in the room falls 20 feet, taking damage as normal and landing in {@area area Q12|446|x}."]},{"type":"entries","name":"Q24. Chapel Balcony","page":136,"id":"465","entries":[{"type":"insetReadaloud","id":"466","entries":["This wooden balcony overhangs the mansion's chapel. An exquisitely carved wooden throne rests at the west end between two doors, and narrow archways lead to spiral staircases going up and down. Hanging from the high ceiling is an iron chandelier with candle holders shaped like tiny silver dragons."]},"The doors behind the throne lead to {@area areas Q20|45c|x} and {@area Q21|45f|x}. A wooden railing surrounds the balcony, which is 20 feet above the floor of the chapel ({@area area Q13|448|x})."]},{"type":"entries","name":"Q25. Trapped Hallway","page":136,"id":"467","entries":[{"type":"insetReadaloud","id":"468","entries":["This T-shaped hallway has branches to the west, east, and south. Three arched windows in the north wall look out over the foggy grounds."]},"The ceiling in the hall is 20 feet high. The wooden doors to {@area areas Q27|46c|x} and {@area Q28|46f|x} are locked, requiring a successful DC 20 Strength check to break down. The 10-foot squares in front of the doors (marked T on the {@area map|42a|x}) are trapped. When a character enters one of these squares, a floor-to-ceiling {@spell wall of stone} (created by the spell of the same name) magically appears across the opening on the south wall. At the same time, the {@creature Phantom Warrior|CoS|phantom warriors} in areas Q27 and Q28 rush through the doors (which can be freely opened from their side) and attack.","The wall of stone vanishes after 10 minutes, at which time the trap resets. Characters who cast a {@spell detect magic} spell in the hall can perceive hazy auras of evocation magic in front of the doors."]},{"type":"entries","name":"Q26. Northeast Guest Room","page":136,"id":"469","entries":["The door to this room hangs open.",{"type":"insetReadaloud","id":"46a","entries":["Two beds with torn canopies stand against opposite walls with a tattered rug lying on the floor between them. Set into the far wall is a fireplace black with soot. A soft hiss issues from the hearth."]},"When one or more characters approach within 10 feet of the fireplace, add:",{"type":"insetReadaloud","id":"46b","entries":["A small, hissing dragon made of ash and smoke erupts from the fireplace, filling the room with soot as it beats its wings."]},"The smoky dragonet has the statistics of a {@creature smoke mephit} but fights only in self-defense. If left alone, it flies out of the room at a speed of 30 feet, up the spiral staircase ({@area area Q17|455|x}), through the curtain at {@area area Q30|474|x}, over the rubble in {@area area Q33|478|x}, and into {@area area Q36|47e|x}. Once there, it lands on the back of Vladimir's throne and disappears.",{"type":"gallery","images":[{"type":"image","href":{"type":"internal","path":"adventure/CoS/079-021.jpg"},"title":"Map 7.2: Argynvostholt (Area Q) - Rooftop and Beacon","width":2400,"height":3300,"mapRegions":[{"area":"49d","points":[[655,478],[655,659],[859,659],[859,478]]},{"area":"49d","points":[[1188,459],[1188,665],[1389,665],[1389,459]]},{"area":"4a2","points":[[766,927],[766,770],[612,770],[612,927]]},{"area":"4a2","points":[[765,1142],[765,1314],[611,1314],[611,1142]]},{"area":"49a","points":[[961,909],[961,1083],[1140,1083],[1140,909]]},{"area":"49b","points":[[910,562],[910,754],[1132,754],[1132,562]]},{"area":"4a0","points":[[646,964],[646,1115],[892,1115],[892,964]]},{"area":"4a4","points":[[1275,1255],[1275,1496],[773,1496],[773,1255]]},{"area":"4a8","points":[[1497,989],[1497,1085],[1548,1136],[1636,1136],[1689,1083],[1689,989],[1639,939],[1549,939]]},{"area":"4ac","points":[[1555,931],[1555,777],[1409,777],[1409,931]]},{"area":"4ac","points":[[1562,1140],[1562,1293],[1408,1293],[1408,1140]]},{"area":"475","points":[[1195,817],[1195,932],[1345,932],[1345,817]]},{"area":"475","points":[[1345,1138],[1345,1232],[1180,1232],[1180,1138]]},{"area":"4a6","points":[[1316,971],[1316,1097],[1452,1097],[1452,971]]},{"area":"4ac","points":[[1996,923],[1996,774],[1830,774],[1830,923]]},{"area":"4ac","points":[[1987,1147],[1987,1302],[1832,1302],[1832,1147]]},{"area":"4b1","points":[[1931,482],[1931,581],[1980,630],[2072,630],[2124,578],[2124,480],[2073,429],[1983,429]]},{"area":"4aa","points":[[1930,984],[1930,1086],[1981,1137],[2072,1137],[2123,1086],[2123,987],[2070,934],[1987,934]]},{"area":"48b","points":[[985,2222],[985,2085],[1054,2085],[1054,2222]]},{"area":"474","points":[[766,2437],[766,2289],[617,2289],[617,2437]]},{"area":"474","points":[[770,2656],[770,2809],[620,2809],[620,2656]]},{"area":"476","points":[[776,2730],[776,2993],[1275,2993],[1275,2730]]},{"area":"475","points":[[1271,2659],[1271,2814],[1427,2814],[1427,2659]]},{"area":"44b","points":[[1476,2659],[1476,2818],[1653,2818],[1653,2659]]},{"area":"44b","points":[[1484,2439],[1484,2287],[1637,2287],[1637,2439]]},{"area":"475","points":[[1268,2439],[1268,2292],[1424,2292],[1424,2439]]},{"area":"496","points":[[983,2366],[983,2229],[1054,2229],[1054,2366]]},{"area":"484","points":[[975,2361],[975,2088],[844,2088],[777,2155],[777,2361]]},{"area":"48d","points":[[768,2148],[838,2078],[838,1920],[605,1920],[605,2148]]},{"area":"498","points":[[1197,2079],[1272,2154],[1432,2154],[1432,1924],[1197,1924]]},{"area":"48f","points":[[1060,2366],[1060,2084],[1193,2084],[1268,2159],[1268,2366]]},{"area":"47a","points":[[1058,2650],[1058,2515],[1123,2450],[1197,2450],[1197,2650]]},{"area":"47c","points":[[1202,2448],[1202,2651],[1342,2651],[1342,2448]]},{"area":"478","points":[[986,2374],[986,2517],[1052,2517],[1119,2450],[1119,2374]]},{"area":"47e","points":[[981,2649],[981,2446],[682,2446],[637,2491],[637,2613],[671,2649]]}],"imageType":"map","grid":{"type":"square","size":72,"offsetX":47,"offsetY":63,"distance":10},"id":"602","hrefThumbnail":{"type":"internal","path":"adventure/CoS/thumbnail/079-021.webp"}},{"type":"image","href":{"type":"internal","path":"adventure/CoS/080-cos702.jpg"},"title":"Player Version","width":2400,"height":3300,"imageType":"mapPlayer","grid":{"type":"square","size":72,"offsetX":47,"offsetY":63,"distance":10},"mapParent":{"id":"602"}}]}]},{"type":"entries","name":"Q27. Knights' Quarters","page":136,"id":"46c","entries":[{"type":"insetReadaloud","id":"46d","entries":["This room is littered with the wreckage of ancient bunk beds. Five dirt-caked windows allow precious little light to enter, and between them are four empty armor stands. Empty torch sconces line the walls."]},"Four {@creature Phantom Warrior|CoS|phantom warriors} (see {@area appendix D|79f|x}) haunt this room. They manifest only when the characters enter the room or trigger the magic trap in {@area area Q25|467|x}. They fight until destroyed."]},{"type":"entries","name":"Q28. Knights' Quarters","page":136,"id":"46f","entries":[{"type":"insetReadaloud","id":"470","entries":["Tattered and faded drapes cover the windows of this circular room, and empty torch sconces line the walls. Broken bunk beds and armor stands are strewn on the floor."]},"Three {@creature Phantom Warrior|CoS|phantom warriors} (see {@area appendix D|79f|x}) haunt this room. They manifest only when the characters enter the room or trigger the magic trap in area Q25. They fight until destroyed.",{"type":"entries","name":"Treasure","page":136,"id":"471","entries":["Buried under the wreckage is a small wooden coffer containing four {@item Potion of Invulnerability||potions of invulnerability}. A search of the room yields this lost cache."]}]},{"type":"entries","name":"Q29. Northwest Guest Room","page":136,"id":"472","entries":[{"type":"insetReadaloud","id":"473","entries":["The contents of this room are draped in cobwebs. Between curtained windows stands a black marble hearth with a sculpted mantelpiece, above which hangs a framed portrait of a handsome, well-dressed man with a wry smile and a thick mane of thistledown hair. Opposite the fireplace is a large bed with a rotting mattress and wooden posts carved to resemble dragons. Across from the double doors stands a tall wardrobe, its doors hanging open, revealing a dark and empty cavity. The only other piece of furniture is an overstuffed leather chair that faces the hearth."]},"The portrait depicts the silver dragon Argynvost in its guise as the human noble Lord Argynvost."]},{"type":"entries","name":"Q30. Curtained Staircase","page":136,"id":"474","entries":["A tattered black curtain conceals an archway leading to a spiral staircase that descends to {@area area Q17|455|x}.","At the top of the stairs is a secret door that can be pulled open to reveal {@area area Q36|47e|x} beyond."]},{"type":"entries","name":"Q31. East Staircases","page":138,"id":"475","entries":["A round-topped wooden door opens to reveal a spiral staircase with narrow windows set into its walls. The stair connects the third floor and the mansion's roof."]},{"type":"entries","name":"Q32. Ruined Bedchambers","page":138,"id":"476","entries":["These two rooms stand across from each other, separated by a ruined corridor that abruptly ends to the south of their doors.",{"type":"insetReadaloud","id":"477","entries":["Most of this chamber has collapsed. The wooden floor is strewn with rubble and falls away into a foggy abyss to the south. The roof overhead is jagged and broken."]},"The floor here is 40 feet above of the floor of the ballroom ({@area area Q4|433|x}). The roof is 20 feet overhead."]},{"type":"entries","name":"Q33. Collapsed Ceiling","page":138,"id":"478","entries":[{"type":"insetReadaloud","id":"479","entries":["The roof over this part of the mansion has collapsed, creating a twenty-foot-diameter gaping hole with broken rafters bisecting it. Dark storm clouds roll across the sky overhead. The floor is piled with rocks, broken tiles, shattered beams, and other debris. Beneath the rubble lie a sagging floor and puddles of rainwater."]},"The ceiling here is 20 feet high, and the rubble is {@quickref difficult terrain||3}.","{@creature Vladimir Horngaard|CoS} (see {@area area Q36|47e|x}) can hear visitors climbing over the rubble and can't be {@quickref Surprise|PHB|3|0|surprised} by them."]},{"type":"entries","name":"Q34. Ruined Bathroom","page":138,"id":"47a","entries":[{"type":"insetReadaloud","id":"47b","entries":["This room has a tiled floor and an iron bathtub filled with debris from the collapsed roof. A torn curtain hangs in an open doorway in the center of the east wall."]}]},{"type":"entries","name":"Q35. Upstairs Gallery","page":138,"id":"47c","entries":[{"type":"insetReadaloud","id":"47d","entries":["This room has dark wood paneling on the walls that rises to a height of three feet. Above the paneling, the walls are painted with murals of religious figures performing holy rites. In the center of the west wall is a tattered curtain hanging in an open doorway. Three tall, slender stained-glass windows set into the opposite wall depict figures in white robes with orange sunrises behind their heads."]},"From north to south, the three stained-glass windows portray Saint Andral, the Morninglord, and Saint Markovia."]},{"type":"entries","name":"Q36. Dragon's Audience Hall","page":138,"id":"47e","entries":[{"type":"insetReadaloud","id":"47f","entries":["The west wall of this fifty-foot-long, thirty-foot-wide audience hall has crumbled, leaving a gaping hole and a pile of rubble. Weapons and shields that once hung from the walls have fallen to the floor and succumbed to rust. A large, wooden throne carved to resemble a dragon with unfolding wings faces three tall windows to the west. Slumped in the throne is a gaunt, armored figure with one gauntlet wrapped around the hilt of a greatsword."]},"{@creature Vladimir Horngaard|CoS} (see {@area appendix D|7cb|x}), commander of the fallen Order of the Silver Dragon, is slumped in the throne. If the beacon of Argynvostholt (see {@area area Q53|4b1|x}) has been lit, the corpse is lifeless, and characters can plunder it freely (see \"{@area Treasure|481|x}\" below).","If the beacon has not been lit, the body is serving as a host for the revenant. If the characters approach it, it says, \"Go away.\" If they don't leave immediately, read:",{"type":"insetReadaloud","id":"480","entries":["The creature's grip on the greatsword tightens. \"If you have come to destroy me, know this: I perished defending this land from evil over four centuries ago, and because of my failure, I am forever doomed. If you destroy this body, my spirit will find a new corpse to inhabit, and I will hunt you down. You cannot free me from my damnation, nor would I wish it.\"","\"If you have come to free this land from the creature that feasts on the blood of the innocent, know this: There is no monster I hate more than {@creature Strahd von Zarovich|CoS}. He slew Argynvost, broke the life of the knight I loved, and destroyed the valiant order to which I devoted my life, but Strahd has already died once. He can't be allowed to die again. Instead, he must suffer eternally in a hell of his own creation, from which he can never escape. Whatever can be done to bring him misery and unrest, I will do, but I will destroy anyone who tries to end his torment.\""]},"Vladimir fights in self-defense. He also rises from his throne and attacks if the characters fail to heed his warning and press him for help destroying Strahd. The first time Vladimir takes damage, six {@creature Phantom Warrior|CoS|phantom warriors} (see {@area appendix D|79f|x}) materialize and join the fray, coming to his defense.","Hatred so clouds Vladimir's mind that he can't remember that Sir Godfrey ({@area area Q37|484|x}) was his beloved in life. If Sir Godfrey helps the characters and faces Vladimir, anguished recognition shines in Vladimir's eyes, yet only lighting the beacon can free him.",{"type":"entries","name":"Treasure","page":138,"id":"481","entries":["{@creature Vladimir Horngaard|CoS} wields a {@item +2 greatsword}.","Vladimir wears a platinum holy symbol of the Morninglord (worth 250 gp) around his neck, underneath his half plate armor."]},{"type":"entries","name":"Fortunes of Ravenloft","page":139,"id":"482","entries":["If your card reading reveals that a treasure is here, it's in Vladimir's possession, and he doesn't part with it willingly unless the beacon of Argynvostholt has been lit (see {@area area Q53|4b1|x})."]}]},{"type":"entries","name":"Q37. Knights of the Order","page":139,"id":"484","entries":["The leaders of the Order of the Silver Dragon used to convene here.",{"type":"insetReadaloud","id":"485","entries":["Through the dust and cobwebs, you see faded war banners adorning the walls of a spacious chamber, in the center of which stands a heavy wooden table. An iron chandelier hangs above the table, which is surrounded by six high-backed chairs with wood-carved dragons perched atop them. Slumped in five of the chairs are skeletal humans in tattered chainmail."]},"If the beacon in area Q53 has been lit, the spirits of these revenants are laid to rest, leaving behind their inanimate corpses. If the beacon has not been lit, add the following:",{"type":"insetReadaloud","id":"486","entries":["The corpses tilt their heads in your direction. One of them growls, \"Why do you the living disturb the dead?\""]},"The skeletal figures are five {@creature Revenant||revenants}. All five are lawful evil. They are awaiting orders from Vladimir ({@area area Q36|47e|x}) and fight only in self-defense. The revenants wear broken chainmail that affords as much protection as leather armor, and they wield longswords. As an action, a revenant attacks twice with its longsword, wielding the weapon with both hands and dealing 15 ({@dice 2d10 + 4}) slashing damage on a hit.","One of the revenants, {@creature Sir Godfrey Gwilym|CoS}, is a spellcaster with a challenge rating of 6 (2,300 XP) and the following additional feature:",{"type":"inset","id":"487","entries":[{"type":"entries","name":"Spellcasting","page":139,"id":"488","entries":["Sir Godfrey is a 16th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 14). Sir Godfrey has the following paladin spells prepared:","1st level (4 slots): {@spell command}, {@spell divine favor}, {@spell thunderous smite}","2nd level (3 slots): {@spell branding smite}, {@spell magic weapon}","3rd level (3 slots): {@spell blinding smite}, {@spell dispel magic}","4th level (2 slots): {@spell staggering smite}"]}]},"Characters who inspect the fireplace notice a shield-shaped patch on the wall above the mantelpiece. A magic shield once hung above the fireplace, but it was taken when Strahd's soldiers plundered the mansion. It now rests in Castle Ravenloft's treasury ({@adventure chapter 4|CoS|5}, {@area area K41|214|x}).",{"type":"entries","name":"Development","page":139,"id":"489","entries":[{"type":"image","href":{"type":"internal","path":"adventure/CoS/081-cos07-05.webp"},"title":"{@creature Sir Godfrey Gwilym|CoS}","width":757,"height":1000},"Sir Godfrey can sense that the spirit of Argynvost isn't at rest and isn't happy that the order has been reduced to such a state. If the characters petition the revenants for aid, Sir Godfrey (speaking in a scratchy voice) relates all the information presented at the start of the chapter concerning Argynvost and the rise and fall of the Order of the Silver Dragon. Neither he nor the other revenants can help the characters in any meaningful way, however, because of the oaths they have sworn to {@creature Vladimir Horngaard|CoS}."]},{"type":"entries","name":"Fortunes of Ravenloft","page":139,"id":"48a","entries":["If your card reading reveals that Sir Godfrey is Strahd's enemy and the characters persuasively ask him for help, he offers to join the fight against the vampire. Fate has unlocked his memory of the love that he and Vladimir once shared, and the power of that memory drives Godfrey to help fight Strahd and restore the order's honor.","If the beacon in {@area area Q53|4b1|x} has not been lit, Godfrey's decision incurs the wrath of the other revenants, triggering an armed conflict.","If the beacon in area Q53 has been lit, Sir Godfrey remains a revenant even after all the other revenants (including Vladimir) are laid to rest, except that his alignment changes to lawful good. Although Sir Godfrey is unaware of the tarokka card reading, he somehow senses that he must perform one final task before his spirit can rest with Vladimir's, and thus he agrees to help the characters face Strahd in Castle Ravenloft."]}]},{"type":"entries","name":"Q38. Closet","page":139,"id":"48b","entries":[{"type":"insetReadaloud","id":"48c","entries":["This dusty closet has a slender window set into the north wall. The room is otherwise empty."]}]},{"type":"entries","name":"Q39. Vladimir's Bedroom","page":140,"id":"48d","entries":[{"type":"insetReadaloud","id":"48e","entries":["Light enters this circular room through five cracked windows. The light falls on a large, dust-covered bed in the center of the room, its posts topped with wood-carved dragons. Two large animals flank the double doors. One is a brown bear standing on its hind legs, its claws outstretched. The other is a dire wolf, its face frozen in an evil snarl. Near the wolf lies an empty wooden chest."]},"This room once served as a bedchamber for Sir {@creature Vladimir Horngaard|CoS} and {@creature Sir Godfrey Gwilym|CoS}. The bear and the dire wolf are stuffed and harmless. Looters ransacked the chest long ago, leaving nothing of value."]},{"type":"entries","name":"Q40. Argynvost's Study","page":140,"id":"48f","entries":[{"type":"insetReadaloud","id":"490","entries":["This room is a haven for dust and cobwebs. Three narrow windows allow slivers of light to illuminate bare oak shelves along the walls and a torn, padded chair lying on its side near a cavernous hearth. A picture above the mantel has been slashed, its lower half hanging down below the frame like a torn piece of flesh. An iron door set in the south corner of the west wall hangs open on one hinge."]},"Strahd's soldiers forced open the iron door that once sealed Argynvost's vault ({@area area Q41|496|x}). They also took every book in this study but one. (Many of the books taken from here can be found in Strahd's study in Castle Ravenloft.)","The sole remaining volume lies on the floor behind the overturned chair. Titled {@i The Oath Celestial}, the book has been partially burned, and its cover was slashed by a sword. Leafing through the crumbling book reveals that it is a devotional text for knights from a place called the Holy Empire of Valentia. Most of the knights who joined Argynvost against Strahd came from that empire—now lost beyond the mists.",{"type":"entries","name":"Journal Page","page":140,"id":"491","entries":["As the characters cross the room, read:",{"type":"insetReadaloud","id":"492","entries":["You hear the soft flapping sound of wings, but can't discern its origin. A single piece of parchment blows off the top of a bookshelf, spirals lazily in the air, and lands gently at your feet."]},"The sheet of parchment is the last page of Argynvost's journal, the rest of which was destroyed. If the characters look at the torn page, show the players the \"{@area Journal of Argynvost|7f9|x}\" in {@adventure appendix F|CoS|23}."]},{"type":"entries","name":"Slashed Picture","page":140,"id":"493","entries":["If the characters study the whole picture above the mantelpiece, read:",{"type":"insetReadaloud","id":"494","entries":["The picture shows the mansion in better days, under clear winter skies with snow-capped mountains in the background. The top of the chapel tower glows like a silver beacon."]},"The picture radiates an aura of transmutation magic under the scrutiny of a {@spell detect magic} spell, but the aura is weak. If the characters repair the picture using a {@spell mending} cantrip, read:",{"type":"insetReadaloud","id":"495","entries":["The beacon in the picture flashes with a brilliant silver light, and the spectral form of a huge silver dragon fills the room. \"My skull lies in the fortress of my enemy,\" it says, \"displayed in a place of ill omen. Return my skull to its rightful crypt, and my spirit will shine here forever, bringing hope to this dark land.\" With that, the dragon's apparition fades away."]},"The spectral dragon isn't the spirit of Argynvost, but a spell-like effect. Once the dragon has spoken, the picture no longer glows and becomes nonmagical."]}]},{"type":"entries","name":"Q41. Dragon's Vault","page":140,"id":"496","entries":["The iron door leading to this room hangs open on a single rusty hinge. It has obviously been forced open and no longer closes properly.",{"type":"insetReadaloud","id":"497","entries":["The walls of this room are lined with lead. Emptied chests and shattered vases lie strewn upon the floor, their contents plundered."]},"This vault once held a dragon's trove but was stripped of all valuables long ago."]},{"type":"entries","name":"Q42. Argynvost's Bedroom","page":140,"id":"498","entries":[{"type":"insetReadaloud","id":"499","entries":["Rich drapes, faded by time and neglect, hide the windows of this otherwise empty room."]},"Argynvost preferred to sleep in his dragon form. Thus, there is no furniture here."]},{"type":"entries","name":"Q43. Hole in Roof","page":140,"id":"49a","entries":["This 20-foot-diameter hole in the mansion's roof is directly above {@area area Q33|478|x}, the floor of which is 20 feet below. The rubble on the roof surrounding the hole is {@quickref difficult terrain||3}. The roof is sloped and covered with cracked stone tiles. Climbing the tiled roof requires a successful DC 10 Strength ({@skill Athletics}) check. A failure by 5 or more causes the climber to slide down to the parapet, landing {@condition prone} but taking no damage."]},{"type":"entries","name":"Q44. Dragon Gargoyle","page":141,"id":"49b","entries":[{"type":"insetReadaloud","id":"49c","entries":["Perched on the rooftop overlooking the parapet is a silver-plated gargoyle shaped like a dragon wyrmling."]},"The silver dragon wyrmling statue is 10 feet above the parapet and has a {@spell magic mouth} spell cast on it. When a character passes in front of it, the spell is activated, and the wyrmling whispers the following short verse in the Common tongue:","{@i When the dragon dreams its dream}","{@i Within its rightful tomb,}","{@i The light of Argynvost will beam}","{@i And rid this land of gloom.}"]},{"type":"entries","name":"Q45. Ancient Ballista","page":141,"id":"49d","entries":[{"type":"insetReadaloud","id":"49e","entries":["An ancient ballista, rotted by time and weather, stands behind the battlements on this tower rooftop."]},"The ballista falls apart if disturbed."]},{"type":"entries","name":"Q46. Destroyed Ballista","page":141,"id":"4a0","entries":[{"type":"insetReadaloud","id":"4a1","entries":["Strewn atop the roof toward the front of the mansion is the wreckage of a ballista. Flanking the wreckage are two stone turrets with conical rooftops and narrow doors."]},"The turrets are described in area Q47."]},{"type":"entries","name":"Q47. Roof Turrets","page":141,"id":"4a2","entries":[{"type":"insetReadaloud","id":"4a3","entries":["Cobwebs hang from the rafters of this turret, which is empty except for a wooden bench and an iron stove. Arrow slits look down upon the foggy grounds in front of the mansion."]},"The knights who once guarded the rooftop used these turrets for warmth and shelter on rainy days and cold nights."]},{"type":"entries","name":"Q48. Roof's Edge","page":141,"id":"4a4","entries":[{"type":"insetReadaloud","id":"4a5","entries":["Beyond a ragged edge of stone is a sixty-foot plunge to the rubble-strewn ground below. A few rafters stick out from beneath the stone."]},"The edge of the roof is sturdy enough to walk on, and not in danger of further collapse. It's 20 feet down to {@area area Q32|476|x}, 40 feet down to {@area area Q19|45a|x}, and 60 feet down to {@area area Q4|433|x}."]},{"type":"entries","name":"Q49. Beacon Tower Door","page":141,"id":"4a6","entries":[{"type":"insetReadaloud","id":"4a7","entries":["The parapet narrows to a width of ten feet, ending before a sturdy wooden door set into the wall of the eastern tower."]},"This door is barred from the inside. The phantom warriors in the tower's turrets ({@area area Q52|4ac|x}) make ranged attacks against characters who try to force their way into the tower. These spectral defenders have three-quarters cover behind the arrow slits."]},{"type":"entries","name":"Q50. Beacon, Lower Landing","page":141,"id":"4a8","entries":[{"type":"insetReadaloud","id":"4a9","entries":["A rickety wooden landing and a staircase cling to the walls of this tower. The stairs lead up to another landing twenty feet above, and the floor of the chapel lies sixty feet below."]},"The landing and the stairs creak and shudder underfoot, but they are safe."]},{"type":"entries","name":"Q51. Beacon, Upper Landing","page":141,"id":"4aa","entries":[{"type":"insetReadaloud","id":"4ab","entries":["Creaky stairs climb to a wooden landing with three windows that look out over the roof of the mansion. Flanking the windows are two narrow wooden doors."]},"The landing creaks and groans underfoot, much like in area Q50, but here things aren't so safe. The 10-foot-long section marked T on the {@area map|42a|x} is particularly weak, collapsing under 50 or more pounds of weight. A creature on this section of the landing when it collapses must succeed on a DC 15 Dexterity saving throw or fall 20 feet to the landing below ({@area area Q50|4a8|x}). The collapse of this section creates a 10-foot gap in the landing.","The doors lead to the rooftops of the turrets (area Q52)."]},{"type":"entries","name":"Q52. Beacon Turrets","page":141,"id":"4ac","entries":[{"type":"insetReadaloud","id":"4ad","entries":["A stone battlement encloses the roof of this turret. A spiral staircase descends to the level below."]},"These turret rooftops are 80 feet above ground level. The spiral stairs descend 20 feet to archers' posts—small rooms lined with arrow slits. Standing guard in each of these rooms is a {@creature phantom warrior|CoS} (see {@area appendix D|79f|x}) with a spectral longbow that shoots arrows of force energy. The two phantom warriors gain the following action options:",{"type":"inset","id":"4ae","entries":[{"type":"entries","name":"Multiattack","page":142,"id":"4af","entries":["The phantom warrior makes two attacks with its spectral longsword or spectral longbow."]},{"type":"entries","name":"Spectral Longbow","page":142,"id":"4b0","entries":["{@atk rw} +2 to hit, range 150/600 ft., one target. Hit: 4 ({@dice 1d8}) force damage."]}]}]},{"type":"entries","name":"Q53. Beacon of Argynvostholt","page":142,"id":"4b1","entries":[{"type":"insetReadaloud","id":"4b2","entries":["Wooden stairs climb to the tower's peak, which has a stone floor and a thirty-foot-high pitched roof. Ravens roost on crisscrossing rafters, coming and going through small holes in the roof. Ten-foot-high, five-foot-wide arched windows are evenly spaced around the walls. Each window consists of a lead latticework fitted with small panes of transparent glass."]},"The {@creature Raven||ravens} that roost here are harmless, but they watch the characters with great interest. If the characters look out the windows, you can use the following text to describe what they see in the distance.",{"type":"insetReadaloud","id":"4b3","entries":["To the north and east lies a mist-shrouded valley with dark woods, a small town, and a lonely windmill on a precipice. To the south, a river flows through a foggy marsh. To the west, between rocky hills, you glimpse an abbey perched on a snowy mountainside beyond a long stretch of fog-smothered pines."]},"The small town is Vallaki ({@adventure chapter 5|CoS|6}). The windmill is Old Bonegrinder ({@adventure chapter 6|CoS|7}). The abbey is the Abbey of Saint Markovia in Krezk ({@adventure chapter 8|CoS|9}).",{"type":"entries","name":"Lighting the Beacon","page":142,"id":"4b4","entries":["When the skull of Argynvost is placed in the dragon's mausoleum ({@area area Q16|450|x}), the dragon's spirit transforms into a brilliant light that fills this room and flashes across the valley like the beacon of a lighthouse. Even if the tower is cast down, the light of Argynvost remains where it is, flashing in the sky. Although the mountains prevent the beacon's light from reaching Castle Ravenloft directly, Strahd can see the light's glow in the sky to the west.","The beacon can be seen in Vallaki ({@adventure chapter 5|CoS|6}), Krezk ({@adventure chapter 8|CoS|9}), and Berez ({@adventure chapter 10|CoS|11}), as well as from Old Bonegrinder ({@adventure chapter 6|CoS|7}), Van Richten's Tower ({@adventure chapter 11|CoS|12}), and the werewolf den ({@adventure chapter 15|CoS|16}).","The beacon's light can be \"felt\" even by creatures that are blind. The light allows good-aligned creatures to experience glimmers of hope and joy, while evil creatures find the light disconcerting.",{"type":"entries","name":"Beacon of Protection","page":142,"id":"4b5","entries":["While the beacon shines, characters and other creatures that oppose Strahd gain a +1 bonus to AC and saving throws for as long as they remain in Barovia."]},{"type":"entries","name":"Revenants at Rest","page":142,"id":"4b6","entries":["{@creature Vladimir Horngaard|CoS} and the other revenants that haunt Barovia see the light as a reminder of all that was once good and noble about the knightly order to which they once belonged. They let go of their hatred and their corporeal bodies, leaving corpses behind as their spirits find rest at long last. Henceforth, any random encounter with a revenant should be treated as no encounter."]}]},{"type":"entries","name":"Fortunes of Ravenloft","page":142,"id":"4b7","entries":["If your card reading reveals that a treasure is here, it's resting on the west windowsill."]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":-1}" href="https://5e.tools/adventure.html#cos,8,areas%20of%20argynvostholt,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">mapa</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) estão presos. Quando um personagem entra em um desses quadrados, uma </span></span><a data-vet-hash="wall%20of%20stone_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#wall%20of%20stone_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">parede de pedra</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> do chão ao teto (criada pelo feitiço de mesmo nome) aparece magicamente através da abertura na parede sul. Ao mesmo tempo, os </span></span><a data-vet-hash="phantom%20warrior_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#phantom%20warrior_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">guerreiros fantasmas</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> nas áreas Q27 e Q28 correm pelas portas (que podem ser abertas livremente pelo seu lado) e atacam.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A parede de pedra desaparece após 10 minutos, momento em que a armadilha é reiniciada. Personagens que lançam um feitiço </span></span><span style="font-size: medium;"><a data-vet-hash="detect%20magic_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#detect%20magic_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">detectar magia</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> no salão podem perceber auras nebulosas de magia de evocação na frente das portas.</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="36" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q26. Quarto Nordeste</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p136</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A porta desta sala está aberta.</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Duas
camas com dossel rasgado estão encostadas em paredes opostas, com um
tapete esfarrapado no chão entre elas. Na parede oposta há uma lareira
preta de fuligem. Um silvo suave vem da lareira.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Quando um ou mais personagens se aproximarem a até 3 metros da lareira, adicione:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um pequeno dragão sibilante feito de cinzas e fumaça sai da lareira, enchendo a sala de fuligem enquanto bate as asas.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O dragão fumegante tem as estatísticas de um </span></span><span style="font-size: medium;"><a data-vet-hash="smoke%20mephit_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#smoke%20mephit_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">mephit fumegante</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
, mas luta apenas em autodefesa. Se for deixado sozinho, ele voa para
fora da sala a uma velocidade de 9 metros, subindo a escada em espiral (
</span></span><a data-vet-entry="{"type":"entries","name":"Q17. West Staircases","page":135,"id":"455","entries":[{"type":"insetReadaloud","id":"456","entries":["Narrow windows illuminate this dusty, five-foot-wide spiral staircase."]},"These staircases connect the second-floor balconies (area Q18) to {@area areas Q30|474|x} and {@area Q36|47e|x} on the third floor."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,8,q17.%20west%20staircases,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área Q17</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ), através da cortina na </span></span><a data-vet-entry="{"type":"entries","name":"Q30. Curtained Staircase","page":136,"id":"474","entries":["A tattered black curtain conceals an archway leading to a spiral staircase that descends to {@area area Q17|455|x}.","At the top of the stairs is a secret door that can be pulled open to reveal {@area area Q36|47e|x} beyond."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,8,q30.%20curtained%20staircase,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área Q30</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , sobre os escombros na </span></span><a data-vet-entry="{"type":"entries","name":"Q33. Collapsed Ceiling","page":138,"id":"478","entries":[{"type":"insetReadaloud","id":"479","entries":["The roof over this part of the mansion has collapsed, creating a twenty-foot-diameter gaping hole with broken rafters bisecting it. Dark storm clouds roll across the sky overhead. The floor is piled with rocks, broken tiles, shattered beams, and other debris. Beneath the rubble lie a sagging floor and puddles of rainwater."]},"The ceiling here is 20 feet high, and the rubble is {@quickref difficult terrain||3}.","{@creature Vladimir Horngaard|CoS} (see {@area area Q36|47e|x}) can hear visitors climbing over the rubble and can't be {@quickref Surprise|PHB|3|0|surprised} by them."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,8,q33.%20collapsed%20ceiling,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área Q33</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e entrando </span></span><a data-vet-entry="{"type":"entries","name":"Q36. Dragon's Audience Hall","page":138,"id":"47e","entries":[{"type":"insetReadaloud","id":"47f","entries":["The west wall of this fifty-foot-long, thirty-foot-wide audience hall has crumbled, leaving a gaping hole and a pile of rubble. Weapons and shields that once hung from the walls have fallen to the floor and succumbed to rust. A large, wooden throne carved to resemble a dragon with unfolding wings faces three tall windows to the west. Slumped in the throne is a gaunt, armored figure with one gauntlet wrapped around the hilt of a greatsword."]},"{@creature Vladimir Horngaard|CoS} (see {@area appendix D|7cb|x}), commander of the fallen Order of the Silver Dragon, is slumped in the throne. If the beacon of Argynvostholt (see {@area area Q53|4b1|x}) has been lit, the corpse is lifeless, and characters can plunder it freely (see \"{@area Treasure|481|x}\" below).","If the beacon has not been lit, the body is serving as a host for the revenant. If the characters approach it, it says, \"Go away.\" If they don't leave immediately, read:",{"type":"insetReadaloud","id":"480","entries":["The creature's grip on the greatsword tightens. \"If you have come to destroy me, know this: I perished defending this land from evil over four centuries ago, and because of my failure, I am forever doomed. If you destroy this body, my spirit will find a new corpse to inhabit, and I will hunt you down. You cannot free me from my damnation, nor would I wish it.\"","\"If you have come to free this land from the creature that feasts on the blood of the innocent, know this: There is no monster I hate more than {@creature Strahd von Zarovich|CoS}. He slew Argynvost, broke the life of the knight I loved, and destroyed the valiant order to which I devoted my life, but Strahd has already died once. He can't be allowed to die again. Instead, he must suffer eternally in a hell of his own creation, from which he can never escape. Whatever can be done to bring him misery and unrest, I will do, but I will destroy anyone who tries to end his torment.\""]},"Vladimir fights in self-defense. He also rises from his throne and attacks if the characters fail to heed his warning and press him for help destroying Strahd. The first time Vladimir takes damage, six {@creature Phantom Warrior|CoS|phantom warriors} (see {@area appendix D|79f|x}) materialize and join the fray, coming to his defense.","Hatred so clouds Vladimir's mind that he can't remember that Sir Godfrey ({@area area Q37|484|x}) was his beloved in life. If Sir Godfrey helps the characters and faces Vladimir, anguished recognition shines in Vladimir's eyes, yet only lighting the beacon can free him.",{"type":"entries","name":"Treasure","page":138,"id":"481","entries":["{@creature Vladimir Horngaard|CoS} wields a {@item +2 greatsword}.","Vladimir wears a platinum holy symbol of the Morninglord (worth 250 gp) around his neck, underneath his half plate armor."]},{"type":"entries","name":"Fortunes of Ravenloft","page":139,"id":"482","entries":["If your card reading reveals that a treasure is here, it's in Vladimir's possession, and he doesn't part with it willingly unless the beacon of Argynvostholt has been lit (see {@area area Q53|4b1|x})."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,8,q36.%20dragon's%20audience%20hall,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">na área Q36</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . Uma vez lá, ele pousa nas costas do trono de Vladimir e desaparece.</span></span></span></p><div class="rd__wrp-gallery" style="text-align: justify;"><div class="rd__wrp-gallery-image"><div class="rd__wrp-image relative" data-title-index="37">
<span style="font-size: medium;"><a href="https://5e.tools/img/adventure/CoS/079-021.jpg" rel="noopener noreferrer" target="_blank" title="Mapa 7.2: Argynvostholt (Área Q) - Telhado e Farol"><br />
</a></span>
</div></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__wrp-gallery"><div class="rd__wrp-gallery-image"><div class="rd__wrp-image relative" data-title-index="38">
<span style="font-size: medium;"><a href="https://5e.tools/img/adventure/CoS/080-cos702.jpg" rel="noopener noreferrer" target="_blank" title="Versão do jogador"><br />
</a></span>
</div><div class="rd__image-title"><div class="rd__image-title-inner"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Versão do jogador</span></span></div></div></div></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="39" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q27. Quartos dos Cavaleiros</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p136</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Este
quarto está repleto de destroços de beliches antigos. Cinco janelas
sujas permitem a entrada de pouca luz, e entre elas há quatro suportes
de armadura vazios. Arandelas de tochas vazias revestem as paredes.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Quatro </span></span><span style="font-size: medium;"><a data-vet-hash="phantom%20warrior_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#phantom%20warrior_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">guerreiros fantasmas</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (ver </span></span><a data-vet-entry="{"type":"entries","name":"Phantom Warrior","page":235,"id":"79f","entries":["A {@creature phantom warrior|CoS} is the spectral remnant of a willful soldier or knight who perished on the battlefield or died performing its sworn duty. It appears like a translucent version of its living self.",{"type":"entries","id":"7a0","entries":[{"type":"entries","name":"Task Driven","page":235,"id":"7a1","entries":["Although one is often mistaken for a ghost, a phantom warrior isn't bound by a yearning to complete some unresolved goal. It can choose to end its undead existence at any time. Its spirit lingers willingly, either out of loyalty to its former master or because it believes it must perform a task to satisfy its honor or sense of duty. For example, a guard who dies defending a wall might return as a phantom warrior and continue guarding the wall, then disappear forever once a new guard assumes its post or the wall is destroyed. The period between the time it died and the time it rises as a phantom warrior is usually 24 hours."]},{"type":"entries","name":"Faded Memories","page":235,"id":"7a2","entries":["A phantom warrior retains the alignment and personality it had before it died, and it remembers how it died. Memories of its life from shortly before it died are hazy, and older memories are forgotten. A phantom warrior can usually remember the last {@dice 1d10 + 10} days of its life; everything that happened before that is an impenetrable fog."]},{"type":"entries","name":"Forceful Presence","page":235,"id":"7a3","entries":["Although they are incorporeal, phantom warriors can harness the energy around them to deflect incoming attacks and strike with great force. An invisible sheath of energy surrounds a phantom warrior's ghostly armor, shields, and weapons, which become as hard as steel yet don't impede the warrior's ability to move through walls and other solid objects."]},{"type":"entries","name":"Undead Nature","page":235,"id":"7a4","entries":["A phantom warrior doesn't require air, food, drink, or sleep.",{"type":"image","href":{"type":"internal","path":"adventure/CoS/149-636623996440271782.webp"},"title":"{@creature Phantom Warrior|CoS}","width":300,"height":375}]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,21,phantom%20warrior,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">apêndice D</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) assombram esta sala. Eles se manifestam apenas quando os personagens entram na sala ou acionam a armadilha mágica na </span></span><a data-vet-entry="{"type":"entries","name":"Q25. Trapped Hallway","page":136,"id":"467","entries":[{"type":"insetReadaloud","id":"468","entries":["This T-shaped hallway has branches to the west, east, and south. Three arched windows in the north wall look out over the foggy grounds."]},"The ceiling in the hall is 20 feet high. The wooden doors to {@area areas Q27|46c|x} and {@area Q28|46f|x} are locked, requiring a successful DC 20 Strength check to break down. The 10-foot squares in front of the doors (marked T on the {@area map|42a|x}) are trapped. When a character enters one of these squares, a floor-to-ceiling {@spell wall of stone} (created by the spell of the same name) magically appears across the opening on the south wall. At the same time, the {@creature Phantom Warrior|CoS|phantom warriors} in areas Q27 and Q28 rush through the doors (which can be freely opened from their side) and attack.","The wall of stone vanishes after 10 minutes, at which time the trap resets. Characters who cast a {@spell detect magic} spell in the hall can perceive hazy auras of evocation magic in front of the doors."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,8,q25.%20trapped%20hallway,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área Q25</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . Eles lutam até serem destruídos.</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="40" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q28. Quartos dos Cavaleiros</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p136</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Cortinas
esfarrapadas e desbotadas cobrem as janelas desta sala circular, e
castiçais vazios cobrem as paredes. Beliches quebrados e suportes de
armaduras estão espalhados pelo chão.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Três </span></span><span style="font-size: medium;"><a data-vet-hash="phantom%20warrior_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#phantom%20warrior_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">guerreiros fantasmas</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (veja </span></span><a data-vet-entry="{"type":"entries","name":"Phantom Warrior","page":235,"id":"79f","entries":["A {@creature phantom warrior|CoS} is the spectral remnant of a willful soldier or knight who perished on the battlefield or died performing its sworn duty. It appears like a translucent version of its living self.",{"type":"entries","id":"7a0","entries":[{"type":"entries","name":"Task Driven","page":235,"id":"7a1","entries":["Although one is often mistaken for a ghost, a phantom warrior isn't bound by a yearning to complete some unresolved goal. It can choose to end its undead existence at any time. Its spirit lingers willingly, either out of loyalty to its former master or because it believes it must perform a task to satisfy its honor or sense of duty. For example, a guard who dies defending a wall might return as a phantom warrior and continue guarding the wall, then disappear forever once a new guard assumes its post or the wall is destroyed. The period between the time it died and the time it rises as a phantom warrior is usually 24 hours."]},{"type":"entries","name":"Faded Memories","page":235,"id":"7a2","entries":["A phantom warrior retains the alignment and personality it had before it died, and it remembers how it died. Memories of its life from shortly before it died are hazy, and older memories are forgotten. A phantom warrior can usually remember the last {@dice 1d10 + 10} days of its life; everything that happened before that is an impenetrable fog."]},{"type":"entries","name":"Forceful Presence","page":235,"id":"7a3","entries":["Although they are incorporeal, phantom warriors can harness the energy around them to deflect incoming attacks and strike with great force. An invisible sheath of energy surrounds a phantom warrior's ghostly armor, shields, and weapons, which become as hard as steel yet don't impede the warrior's ability to move through walls and other solid objects."]},{"type":"entries","name":"Undead Nature","page":235,"id":"7a4","entries":["A phantom warrior doesn't require air, food, drink, or sleep.",{"type":"image","href":{"type":"internal","path":"adventure/CoS/149-636623996440271782.webp"},"title":"{@creature Phantom Warrior|CoS}","width":300,"height":375}]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,21,phantom%20warrior,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o apêndice D</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
) assombram esta sala. Eles se manifestam apenas quando os personagens
entram na sala ou acionam a armadilha mágica na área Q25. Eles lutam até
serem destruídos.</span></span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="41" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Tesouro</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p136</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Enterrado sob os destroços está um pequeno cofre de madeira contendo quatro </span></span><span style="font-size: medium;"><a data-vet-hash="potion%20of%20invulnerability_dmg" data-vet-page="items.html" data-vet-source="DMG" href="https://5e.tools/items.html#potion%20of%20invulnerability_dmg"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">poções de invulnerabilidade</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . Uma busca na sala revela esse cache perdido.</span></span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="42" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q29. Quarto Noroeste</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p136</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
conteúdo desta sala está coberto de teias de aranha. Entre as janelas
com cortinas há uma lareira de mármore preto com uma lareira esculpida,
acima da qual está pendurado um retrato emoldurado de um homem bonito e
bem vestido, com um sorriso irônico e uma espessa cabeleira de cardo. Em
frente à lareira há uma cama grande com colchão podre e postes de
madeira esculpidos para lembrar dragões. Em frente às portas duplas há
um guarda-roupa alto, com as portas abertas, revelando uma cavidade
escura e vazia. A única outra peça de mobília é uma cadeira de couro
estofada voltada para a lareira.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O retrato retrata o dragão de prata Argynvost disfarçado de nobre humano Lord Argynvost.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="43" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q30. Escada Cortinada</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p136</span></span></span></span></span></h2></div><div class="rd__b rd__b--1" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma cortina preta esfarrapada esconde um arco que leva a uma escada em espiral que desce para </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Q17. West Staircases","page":135,"id":"455","entries":[{"type":"insetReadaloud","id":"456","entries":["Narrow windows illuminate this dusty, five-foot-wide spiral staircase."]},"These staircases connect the second-floor balconies (area Q18) to {@area areas Q30|474|x} and {@area Q36|47e|x} on the third floor."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,8,q17.%20west%20staircases,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">a área Q17</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">No topo da escada há uma porta secreta que pode ser aberta para revelar a </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Q36. Dragon's Audience Hall","page":138,"id":"47e","entries":[{"type":"insetReadaloud","id":"47f","entries":["The west wall of this fifty-foot-long, thirty-foot-wide audience hall has crumbled, leaving a gaping hole and a pile of rubble. Weapons and shields that once hung from the walls have fallen to the floor and succumbed to rust. A large, wooden throne carved to resemble a dragon with unfolding wings faces three tall windows to the west. Slumped in the throne is a gaunt, armored figure with one gauntlet wrapped around the hilt of a greatsword."]},"{@creature Vladimir Horngaard|CoS} (see {@area appendix D|7cb|x}), commander of the fallen Order of the Silver Dragon, is slumped in the throne. If the beacon of Argynvostholt (see {@area area Q53|4b1|x}) has been lit, the corpse is lifeless, and characters can plunder it freely (see \"{@area Treasure|481|x}\" below).","If the beacon has not been lit, the body is serving as a host for the revenant. If the characters approach it, it says, \"Go away.\" If they don't leave immediately, read:",{"type":"insetReadaloud","id":"480","entries":["The creature's grip on the greatsword tightens. \"If you have come to destroy me, know this: I perished defending this land from evil over four centuries ago, and because of my failure, I am forever doomed. If you destroy this body, my spirit will find a new corpse to inhabit, and I will hunt you down. You cannot free me from my damnation, nor would I wish it.\"","\"If you have come to free this land from the creature that feasts on the blood of the innocent, know this: There is no monster I hate more than {@creature Strahd von Zarovich|CoS}. He slew Argynvost, broke the life of the knight I loved, and destroyed the valiant order to which I devoted my life, but Strahd has already died once. He can't be allowed to die again. Instead, he must suffer eternally in a hell of his own creation, from which he can never escape. Whatever can be done to bring him misery and unrest, I will do, but I will destroy anyone who tries to end his torment.\""]},"Vladimir fights in self-defense. He also rises from his throne and attacks if the characters fail to heed his warning and press him for help destroying Strahd. The first time Vladimir takes damage, six {@creature Phantom Warrior|CoS|phantom warriors} (see {@area appendix D|79f|x}) materialize and join the fray, coming to his defense.","Hatred so clouds Vladimir's mind that he can't remember that Sir Godfrey ({@area area Q37|484|x}) was his beloved in life. If Sir Godfrey helps the characters and faces Vladimir, anguished recognition shines in Vladimir's eyes, yet only lighting the beacon can free him.",{"type":"entries","name":"Treasure","page":138,"id":"481","entries":["{@creature Vladimir Horngaard|CoS} wields a {@item +2 greatsword}.","Vladimir wears a platinum holy symbol of the Morninglord (worth 250 gp) around his neck, underneath his half plate armor."]},{"type":"entries","name":"Fortunes of Ravenloft","page":139,"id":"482","entries":["If your card reading reveals that a treasure is here, it's in Vladimir's possession, and he doesn't part with it willingly unless the beacon of Argynvostholt has been lit (see {@area area Q53|4b1|x})."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,8,q36.%20dragon's%20audience%20hall,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área Q36</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> além.</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="44" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q31. Escadas Leste</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p138</span></span></span></span></span></h2></div><div class="rd__b rd__b--1" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma
porta de madeira com topo redondo se abre para revelar uma escada em
espiral com janelas estreitas nas paredes. A escada liga o terceiro
andar ao telhado da mansão.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="45" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q32. Quartos em ruínas</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p138</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Estas duas salas ficam frente a frente, separadas por um corredor em ruínas que termina abruptamente a sul das suas portas.</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
maior parte desta câmara ruiu. O piso de madeira está coberto de
entulho e cai em um abismo nebuloso ao sul. O telhado acima está
irregular e quebrado.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O piso aqui fica 12 metros acima do piso do salão de baile ( </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Q4. Spiders' Ballroom","page":132,"id":"433","entries":[{"type":"insetReadaloud","id":"434","entries":["Rubble is strewn throughout much of this vast chamber, caused by the partial collapse of the rooms above it. On the pink marble floor, fallen chandeliers lie amid broken chairs and other furnishings. Thick webs stretch from wall to wall, and moving among them are too many giant spiders to count!"]},"Nine {@creature Giant Spider||giant spiders} nest here. They attack anyone who gets too close."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,8,q4.%20spiders'%20ballroom,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área Q4</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ). O telhado está a 20 pés de altura.</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="46" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q33. Teto desabado</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p138</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
telhado desta parte da mansão desabou, criando um buraco de seis metros
de diâmetro com vigas quebradas dividindo-o ao meio. Nuvens escuras de
tempestade rolam pelo céu. O chão está repleto de pedras, azulejos
quebrados, vigas quebradas e outros detritos. Sob os escombros há um
chão caído e poças de água da chuva.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O teto aqui tem 6 metros de altura e os escombros são </span></span><span style="font-size: medium;"><a data-vet-hash="bookref-quick,3,difficult%20terrain" data-vet-page="quickreference.html" data-vet-source="PHB" href="https://5e.tools/quickreference.html#bookref-quick,3,difficult%20terrain"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">um terreno difícil</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p><p><span style="font-size: medium;"><a data-vet-hash="vladimir%20horngaard_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#vladimir%20horngaard_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Vladimir Horngaard</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (ver </span></span><a data-vet-entry="{"type":"entries","name":"Q36. Dragon's Audience Hall","page":138,"id":"47e","entries":[{"type":"insetReadaloud","id":"47f","entries":["The west wall of this fifty-foot-long, thirty-foot-wide audience hall has crumbled, leaving a gaping hole and a pile of rubble. Weapons and shields that once hung from the walls have fallen to the floor and succumbed to rust. A large, wooden throne carved to resemble a dragon with unfolding wings faces three tall windows to the west. Slumped in the throne is a gaunt, armored figure with one gauntlet wrapped around the hilt of a greatsword."]},"{@creature Vladimir Horngaard|CoS} (see {@area appendix D|7cb|x}), commander of the fallen Order of the Silver Dragon, is slumped in the throne. If the beacon of Argynvostholt (see {@area area Q53|4b1|x}) has been lit, the corpse is lifeless, and characters can plunder it freely (see \"{@area Treasure|481|x}\" below).","If the beacon has not been lit, the body is serving as a host for the revenant. If the characters approach it, it says, \"Go away.\" If they don't leave immediately, read:",{"type":"insetReadaloud","id":"480","entries":["The creature's grip on the greatsword tightens. \"If you have come to destroy me, know this: I perished defending this land from evil over four centuries ago, and because of my failure, I am forever doomed. If you destroy this body, my spirit will find a new corpse to inhabit, and I will hunt you down. You cannot free me from my damnation, nor would I wish it.\"","\"If you have come to free this land from the creature that feasts on the blood of the innocent, know this: There is no monster I hate more than {@creature Strahd von Zarovich|CoS}. He slew Argynvost, broke the life of the knight I loved, and destroyed the valiant order to which I devoted my life, but Strahd has already died once. He can't be allowed to die again. Instead, he must suffer eternally in a hell of his own creation, from which he can never escape. Whatever can be done to bring him misery and unrest, I will do, but I will destroy anyone who tries to end his torment.\""]},"Vladimir fights in self-defense. He also rises from his throne and attacks if the characters fail to heed his warning and press him for help destroying Strahd. The first time Vladimir takes damage, six {@creature Phantom Warrior|CoS|phantom warriors} (see {@area appendix D|79f|x}) materialize and join the fray, coming to his defense.","Hatred so clouds Vladimir's mind that he can't remember that Sir Godfrey ({@area area Q37|484|x}) was his beloved in life. If Sir Godfrey helps the characters and faces Vladimir, anguished recognition shines in Vladimir's eyes, yet only lighting the beacon can free him.",{"type":"entries","name":"Treasure","page":138,"id":"481","entries":["{@creature Vladimir Horngaard|CoS} wields a {@item +2 greatsword}.","Vladimir wears a platinum holy symbol of the Morninglord (worth 250 gp) around his neck, underneath his half plate armor."]},{"type":"entries","name":"Fortunes of Ravenloft","page":139,"id":"482","entries":["If your card reading reveals that a treasure is here, it's in Vladimir's possession, and he doesn't part with it willingly unless the beacon of Argynvostholt has been lit (see {@area area Q53|4b1|x})."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,8,q36.%20dragon's%20audience%20hall,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área Q36</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) consegue ouvir os visitantes subindo nos escombros e não pode ser </span></span><a data-vet-hash="bookref-quick,3,surprise,0" data-vet-page="quickreference.html" data-vet-source="PHB" href="https://5e.tools/quickreference.html#bookref-quick,3,surprise,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">surpreendido</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> por eles.</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="47" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q34. Banheiro arruinado</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p138</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Este
quarto tem piso de cerâmica e uma banheira de ferro cheia de detritos
do telhado desabado. Uma cortina rasgada está pendurada em uma porta
aberta no centro da parede leste.</span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="48" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q35. Galeria no andar de cima</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p138</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esta
sala tem painéis de madeira escura nas paredes que chegam a uma altura
de um metro. Acima dos painéis, as paredes são pintadas com murais de
figuras religiosas realizando ritos sagrados. No centro da parede oeste
há uma cortina esfarrapada pendurada em uma porta aberta. Três altos e
esguios vitrais colocados na parede oposta retratam figuras em túnicas
brancas com o nascer do sol laranja atrás de suas cabeças.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">De norte a sul, os três vitrais retratam Santo Andral, o Morninglord e Santa Markovia.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="49" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q36. Audiência do Dragão</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p138</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
parede oeste desta sala de audiências de quinze metros de comprimento e
nove de largura desmoronou, deixando um buraco e uma pilha de
escombros. Armas e escudos que antes estavam pendurados nas paredes
caíram no chão e sucumbiram à ferrugem. Um grande trono de madeira
esculpido para lembrar um dragão com asas abertas está voltado para três
janelas altas a oeste. Caída no trono está uma figura esquelética e
blindada, com uma manopla enrolada no punho de uma espada larga.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium;"><a data-vet-hash="vladimir%20horngaard_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#vladimir%20horngaard_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Vladimir Horngaard</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (ver </span></span><a data-vet-entry="{"type":"entries","name":"Vladimir Horngaard","page":241,"id":"7cb","entries":["{@creature Vladimir Horngaard|CoS} joined the Order of the Silver Dragon at a young age and quickly earned the friendship of its founder, the silver dragon Argynvost. When he became a {@creature knight of the order|CoS}, he traveled to distant lands to wage war against the forces of evil. The dragon stayed home and, in the guise of a human noble named Lord Argynvost, brought new initiates into the order.",{"type":"entries","id":"7cc","entries":[{"type":"entries","name":"Enemies of Strahd","page":241,"id":"7cd","entries":["Vladimir found himself fighting Strahd's armies time and again as they swept across the land. When it became clear that Strahd couldn't be stopped, the knights of the order led hundreds of refugees to Argynvost's valley, but Strahd tracked them to their sanctuary and overwhelmed them with a vast force. Vladimir, whom Argynvost had made a field commander, couldn't hold back the evil tide and was killed, only after the heartbreak of witnessing Strahd himself slay Vladimir's beloved, his fellow knight {@creature Sir Godfrey Gwilym|CoS}. With the battle won, Strahd surrounded Argynvostholt. Rather than cower in his lair, Argynvost emerged and battled Strahd's armies to the bitter end."]},{"type":"entries","name":"Deadly Vengeance","page":241,"id":"7ce","entries":["Unwilling to accept his failure, Vladimir returned as a revenant. So great was his hatred of Strahd and his thirst for vengeance that those feelings fueled the spirits of many of his fellow knights—including Godfrey—to come back as revenants as well. Vladimir continued to wage the hopeless war, even as Strahd tightened his grip on the valley.","When Strahd became a vampire, Vladimir and his revenants should have gone to their eternal rest. But Strahd's deeds were so heinous that Barovia and the knight's spirits became trapped behind curtains of mist."]},{"type":"entries","name":"Blinded by Hatred","page":242,"id":"7cf","entries":["Vladimir hates Strahd but doesn't want to see the vampire given his final rest. Vladimir wants Strahd to suffer forever for the deaths of Godfrey and Argynvost, the destruction of their order, and all the other crimes of which the vampire is guilty. Vladimir believes that all of Barovia has been swept into hell, and he wants to make sure that Strahd stays trapped in it forever. It angers Vladimir that he and his fellow knights are also trapped, but in Vladimir's mind, such is the price of keeping the vampire confined. Even his love for Godfrey is now just a dim memory shrouded by his hate.","Were Vladimir to let go of his hatred, his spirit would find peace and could remember the warmth of love. Were Strahd to be defeated, even temporarily, the mists surrounding Barovia would fade, allowing the spirits of Vladimir and his knights to enter the afterlife. Nevertheless, Vladimir would rather savor Strahd's torment than bring peace to his fallen order or peace to the land of Barovia. Gone are the days of honor and valor."]},{"type":"entries","name":"Statistics","page":242,"id":"7d0","entries":["{@creature Vladimir Horngaard|CoS} has the statistics of a {@creature revenant} with the following modifications:",{"type":"list","items":["Vladimir's alignment is lawful evil.","His Armor Class is 17 (half plate).","He has 192 hit points.","He speaks Common and Draconic.","Vladimir wields a {@item +2 Greatsword||greatsword, +2} with a hilt sculpted to resemble silver dragon wings and a pommel shaped like a silver dragon's head clutching a black opal between its teeth. As an action, he can make two attacks with the sword (+9 to hit). It deals 20 ({@dice 4d6 + 6}) slashing damage on a hit. Against Strahd, Vladimir deals an extra 14 ({@dice 4d6}) slashing damage with the weapon.","Vladimir has a challenge rating of 7 (2,900 XP)."]},{"type":"image","href":{"type":"internal","path":"adventure/CoS/154-cos19-11.webp"},"width":585,"height":1000}]}]},{"type":"entries","name":"Vladimir Horngaard's Traits","page":242,"id":"7d1","entries":[{"type":"entries","name":"Ideal","page":242,"id":"7d2","entries":["\"Vengeance is all I have left.\""]},{"type":"entries","name":"Bond","page":242,"id":"7d3","entries":["\"I have sworn oaths of allegiance to the Order of the Silver Dragon. Broken though the order may be, my allegiance never dies.\""]},{"type":"entries","name":"Flaw","page":242,"id":"7d4","entries":["\"Destroying Strahd would end the vampire's torment, and that is something I will never allow.\""]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,21,vladimir%20horngaard,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">apêndice D</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ), comandante da caída Ordem do Dragão de Prata, está caído no trono. Se o farol de Argynvostholt (veja </span></span><a data-vet-entry="{"type":"entries","name":"Q53. Beacon of Argynvostholt","page":142,"id":"4b1","entries":[{"type":"insetReadaloud","id":"4b2","entries":["Wooden stairs climb to the tower's peak, which has a stone floor and a thirty-foot-high pitched roof. Ravens roost on crisscrossing rafters, coming and going through small holes in the roof. Ten-foot-high, five-foot-wide arched windows are evenly spaced around the walls. Each window consists of a lead latticework fitted with small panes of transparent glass."]},"The {@creature Raven||ravens} that roost here are harmless, but they watch the characters with great interest. If the characters look out the windows, you can use the following text to describe what they see in the distance.",{"type":"insetReadaloud","id":"4b3","entries":["To the north and east lies a mist-shrouded valley with dark woods, a small town, and a lonely windmill on a precipice. To the south, a river flows through a foggy marsh. To the west, between rocky hills, you glimpse an abbey perched on a snowy mountainside beyond a long stretch of fog-smothered pines."]},"The small town is Vallaki ({@adventure chapter 5|CoS|6}). The windmill is Old Bonegrinder ({@adventure chapter 6|CoS|7}). The abbey is the Abbey of Saint Markovia in Krezk ({@adventure chapter 8|CoS|9}).",{"type":"entries","name":"Lighting the Beacon","page":142,"id":"4b4","entries":["When the skull of Argynvost is placed in the dragon's mausoleum ({@area area Q16|450|x}), the dragon's spirit transforms into a brilliant light that fills this room and flashes across the valley like the beacon of a lighthouse. Even if the tower is cast down, the light of Argynvost remains where it is, flashing in the sky. Although the mountains prevent the beacon's light from reaching Castle Ravenloft directly, Strahd can see the light's glow in the sky to the west.","The beacon can be seen in Vallaki ({@adventure chapter 5|CoS|6}), Krezk ({@adventure chapter 8|CoS|9}), and Berez ({@adventure chapter 10|CoS|11}), as well as from Old Bonegrinder ({@adventure chapter 6|CoS|7}), Van Richten's Tower ({@adventure chapter 11|CoS|12}), and the werewolf den ({@adventure chapter 15|CoS|16}).","The beacon's light can be \"felt\" even by creatures that are blind. The light allows good-aligned creatures to experience glimmers of hope and joy, while evil creatures find the light disconcerting.",{"type":"entries","name":"Beacon of Protection","page":142,"id":"4b5","entries":["While the beacon shines, characters and other creatures that oppose Strahd gain a +1 bonus to AC and saving throws for as long as they remain in Barovia."]},{"type":"entries","name":"Revenants at Rest","page":142,"id":"4b6","entries":["{@creature Vladimir Horngaard|CoS} and the other revenants that haunt Barovia see the light as a reminder of all that was once good and noble about the knightly order to which they once belonged. They let go of their hatred and their corporeal bodies, leaving corpses behind as their spirits find rest at long last. Henceforth, any random encounter with a revenant should be treated as no encounter."]}]},{"type":"entries","name":"Fortunes of Ravenloft","page":142,"id":"4b7","entries":["If your card reading reveals that a treasure is here, it's resting on the west windowsill."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,8,q53.%20beacon%20of%20argynvostholt,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">a área Q53</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) estiver aceso, o cadáver estará sem vida e os personagens poderão saqueá-lo livremente (veja “ </span></span><a data-vet-entry="{"type":"entries","name":"Treasure","page":138,"id":"481","entries":["{@creature Vladimir Horngaard|CoS} wields a {@item +2 greatsword}.","Vladimir wears a platinum holy symbol of the Morninglord (worth 250 gp) around his neck, underneath his half plate armor."]}" data-vet-opts="{"isLargeBookContent":true,"depth":1}" href="https://5e.tools/adventure.html#cos,8,treasure,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Tesouro</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ” abaixo).</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se
o farol não foi aceso, o corpo está servindo como hospedeiro para o
revenant. Se os personagens se aproximarem, ele diz: “Vá embora”. Se
eles não saírem imediatamente, leia:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
aperto da criatura na espada grande aumenta. "Se você veio para me
destruir, saiba disso: eu pereci defendendo esta terra do mal há mais de
quatro séculos e, por causa do meu fracasso, estou condenado para
sempre. Se você destruir este corpo, meu espírito encontrará um novo
cadáver para habitar. , e eu vou caçar você. Você não pode me libertar
da minha condenação, nem eu desejaria isso.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">"Se
você veio para libertar esta terra da criatura que se alimenta do
sangue dos inocentes, saiba disso: não há monstro que eu odeie mais do
que </span></span><span style="font-size: medium;"><a data-vet-hash="strahd%20von%20zarovich_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#strahd%20von%20zarovich_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Strahd von Zarovich</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
. Ele matou Argynvost, quebrou a vida do cavaleiro que eu amava, e
destruí a valente ordem à qual dediquei minha vida, mas Strahd já morreu
uma vez. Ele não pode morrer novamente. Em vez disso, ele deve sofrer
eternamente em um inferno de sua própria criação, do qual ele nunca
poderá escapar. Seja como for pode ser feito para trazer-lhe miséria e
inquietação, eu farei, mas destruirei qualquer um que tente acabar com
seu tormento."</span></span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Vladimir
luta em legítima defesa. Ele também se levanta de seu trono e ataca se
os personagens não atenderem ao seu aviso e o pressionarem por ajuda
para destruir Strahd. Na primeira vez que Vladimir sofre dano, seis </span></span><span style="font-size: medium;"><a data-vet-hash="phantom%20warrior_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#phantom%20warrior_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">guerreiros fantasmas</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (veja </span></span><a data-vet-entry="{"type":"entries","name":"Phantom Warrior","page":235,"id":"79f","entries":["A {@creature phantom warrior|CoS} is the spectral remnant of a willful soldier or knight who perished on the battlefield or died performing its sworn duty. It appears like a translucent version of its living self.",{"type":"entries","id":"7a0","entries":[{"type":"entries","name":"Task Driven","page":235,"id":"7a1","entries":["Although one is often mistaken for a ghost, a phantom warrior isn't bound by a yearning to complete some unresolved goal. It can choose to end its undead existence at any time. Its spirit lingers willingly, either out of loyalty to its former master or because it believes it must perform a task to satisfy its honor or sense of duty. For example, a guard who dies defending a wall might return as a phantom warrior and continue guarding the wall, then disappear forever once a new guard assumes its post or the wall is destroyed. The period between the time it died and the time it rises as a phantom warrior is usually 24 hours."]},{"type":"entries","name":"Faded Memories","page":235,"id":"7a2","entries":["A phantom warrior retains the alignment and personality it had before it died, and it remembers how it died. Memories of its life from shortly before it died are hazy, and older memories are forgotten. A phantom warrior can usually remember the last {@dice 1d10 + 10} days of its life; everything that happened before that is an impenetrable fog."]},{"type":"entries","name":"Forceful Presence","page":235,"id":"7a3","entries":["Although they are incorporeal, phantom warriors can harness the energy around them to deflect incoming attacks and strike with great force. An invisible sheath of energy surrounds a phantom warrior's ghostly armor, shields, and weapons, which become as hard as steel yet don't impede the warrior's ability to move through walls and other solid objects."]},{"type":"entries","name":"Undead Nature","page":235,"id":"7a4","entries":["A phantom warrior doesn't require air, food, drink, or sleep.",{"type":"image","href":{"type":"internal","path":"adventure/CoS/149-636623996440271782.webp"},"title":"{@creature Phantom Warrior|CoS}","width":300,"height":375}]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,21,phantom%20warrior,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">o apêndice D</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) se materializam e se juntam à briga, vindo em sua defesa.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O ódio obscurece tanto a mente de Vladimir que ele não consegue se lembrar que Sir Godfrey ( </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Q37. Knights of the Order","page":139,"id":"484","entries":["The leaders of the Order of the Silver Dragon used to convene here.",{"type":"insetReadaloud","id":"485","entries":["Through the dust and cobwebs, you see faded war banners adorning the walls of a spacious chamber, in the center of which stands a heavy wooden table. An iron chandelier hangs above the table, which is surrounded by six high-backed chairs with wood-carved dragons perched atop them. Slumped in five of the chairs are skeletal humans in tattered chainmail."]},"If the beacon in area Q53 has been lit, the spirits of these revenants are laid to rest, leaving behind their inanimate corpses. If the beacon has not been lit, add the following:",{"type":"insetReadaloud","id":"486","entries":["The corpses tilt their heads in your direction. One of them growls, \"Why do you the living disturb the dead?\""]},"The skeletal figures are five {@creature Revenant||revenants}. All five are lawful evil. They are awaiting orders from Vladimir ({@area area Q36|47e|x}) and fight only in self-defense. The revenants wear broken chainmail that affords as much protection as leather armor, and they wield longswords. As an action, a revenant attacks twice with its longsword, wielding the weapon with both hands and dealing 15 ({@dice 2d10 + 4}) slashing damage on a hit.","One of the revenants, {@creature Sir Godfrey Gwilym|CoS}, is a spellcaster with a challenge rating of 6 (2,300 XP) and the following additional feature:",{"type":"inset","id":"487","entries":[{"type":"entries","name":"Spellcasting","page":139,"id":"488","entries":["Sir Godfrey is a 16th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 14). Sir Godfrey has the following paladin spells prepared:","1st level (4 slots): {@spell command}, {@spell divine favor}, {@spell thunderous smite}","2nd level (3 slots): {@spell branding smite}, {@spell magic weapon}","3rd level (3 slots): {@spell blinding smite}, {@spell dispel magic}","4th level (2 slots): {@spell staggering smite}"]}]},"Characters who inspect the fireplace notice a shield-shaped patch on the wall above the mantelpiece. A magic shield once hung above the fireplace, but it was taken when Strahd's soldiers plundered the mansion. It now rests in Castle Ravenloft's treasury ({@adventure chapter 4|CoS|5}, {@area area K41|214|x}).",{"type":"entries","name":"Development","page":139,"id":"489","entries":[{"type":"image","href":{"type":"internal","path":"adventure/CoS/081-cos07-05.webp"},"title":"{@creature Sir Godfrey Gwilym|CoS}","width":757,"height":1000},"Sir Godfrey can sense that the spirit of Argynvost isn't at rest and isn't happy that the order has been reduced to such a state. If the characters petition the revenants for aid, Sir Godfrey (speaking in a scratchy voice) relates all the information presented at the start of the chapter concerning Argynvost and the rise and fall of the Order of the Silver Dragon. Neither he nor the other revenants can help the characters in any meaningful way, however, because of the oaths they have sworn to {@creature Vladimir Horngaard|CoS}."]},{"type":"entries","name":"Fortunes of Ravenloft","page":139,"id":"48a","entries":["If your card reading reveals that Sir Godfrey is Strahd's enemy and the characters persuasively ask him for help, he offers to join the fight against the vampire. Fate has unlocked his memory of the love that he and Vladimir once shared, and the power of that memory drives Godfrey to help fight Strahd and restore the order's honor.","If the beacon in {@area area Q53|4b1|x} has not been lit, Godfrey's decision incurs the wrath of the other revenants, triggering an armed conflict.","If the beacon in area Q53 has been lit, Sir Godfrey remains a revenant even after all the other revenants (including Vladimir) are laid to rest, except that his alignment changes to lawful good. Although Sir Godfrey is unaware of the tarokka card reading, he somehow senses that he must perform one final task before his spirit can rest with Vladimir's, and thus he agrees to help the characters face Strahd in Castle Ravenloft."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,8,q37.%20knights%20of%20the%20order,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área Q37</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
) foi seu amado em vida. Se Sir Godfrey ajudar os personagens e
enfrentar Vladimir, um reconhecimento angustiado brilha nos olhos de
Vladimir, mas apenas acender o farol pode libertá-lo.</span></span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="50" data-title-relative-index="1"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Tesouro</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p138</span></span></span></span></span></h3></div><div class="rd__b rd__b--2" style="text-align: justify;"><p><span style="font-size: medium;"><a data-vet-hash="vladimir%20horngaard_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#vladimir%20horngaard_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Vladimir Horngaard</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> empunha uma </span></span><a data-vet-hash="%2b2%20greatsword_dmg" data-vet-page="items.html" data-vet-source="DMG" href="https://5e.tools/items.html#%2b2%20greatsword_dmg"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">espada grande +2</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Vladimir
usa um símbolo sagrado de platina do Morninglord (no valor de 250 po)
em volta do pescoço, por baixo de sua armadura de meia placa.</span></span></p></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="51" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Fortunas de Ravenloft</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p139</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se
a leitura da sua carta revelar que um tesouro está aqui, ele está em
posse de Vladimir, e ele não se desfaz dele de boa vontade, a menos que o
farol de Argynvostholt tenha sido aceso (veja a </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Q53. Beacon of Argynvostholt","page":142,"id":"4b1","entries":[{"type":"insetReadaloud","id":"4b2","entries":["Wooden stairs climb to the tower's peak, which has a stone floor and a thirty-foot-high pitched roof. Ravens roost on crisscrossing rafters, coming and going through small holes in the roof. Ten-foot-high, five-foot-wide arched windows are evenly spaced around the walls. Each window consists of a lead latticework fitted with small panes of transparent glass."]},"The {@creature Raven||ravens} that roost here are harmless, but they watch the characters with great interest. If the characters look out the windows, you can use the following text to describe what they see in the distance.",{"type":"insetReadaloud","id":"4b3","entries":["To the north and east lies a mist-shrouded valley with dark woods, a small town, and a lonely windmill on a precipice. To the south, a river flows through a foggy marsh. To the west, between rocky hills, you glimpse an abbey perched on a snowy mountainside beyond a long stretch of fog-smothered pines."]},"The small town is Vallaki ({@adventure chapter 5|CoS|6}). The windmill is Old Bonegrinder ({@adventure chapter 6|CoS|7}). The abbey is the Abbey of Saint Markovia in Krezk ({@adventure chapter 8|CoS|9}).",{"type":"entries","name":"Lighting the Beacon","page":142,"id":"4b4","entries":["When the skull of Argynvost is placed in the dragon's mausoleum ({@area area Q16|450|x}), the dragon's spirit transforms into a brilliant light that fills this room and flashes across the valley like the beacon of a lighthouse. Even if the tower is cast down, the light of Argynvost remains where it is, flashing in the sky. Although the mountains prevent the beacon's light from reaching Castle Ravenloft directly, Strahd can see the light's glow in the sky to the west.","The beacon can be seen in Vallaki ({@adventure chapter 5|CoS|6}), Krezk ({@adventure chapter 8|CoS|9}), and Berez ({@adventure chapter 10|CoS|11}), as well as from Old Bonegrinder ({@adventure chapter 6|CoS|7}), Van Richten's Tower ({@adventure chapter 11|CoS|12}), and the werewolf den ({@adventure chapter 15|CoS|16}).","The beacon's light can be \"felt\" even by creatures that are blind. The light allows good-aligned creatures to experience glimmers of hope and joy, while evil creatures find the light disconcerting.",{"type":"entries","name":"Beacon of Protection","page":142,"id":"4b5","entries":["While the beacon shines, characters and other creatures that oppose Strahd gain a +1 bonus to AC and saving throws for as long as they remain in Barovia."]},{"type":"entries","name":"Revenants at Rest","page":142,"id":"4b6","entries":["{@creature Vladimir Horngaard|CoS} and the other revenants that haunt Barovia see the light as a reminder of all that was once good and noble about the knightly order to which they once belonged. They let go of their hatred and their corporeal bodies, leaving corpses behind as their spirits find rest at long last. Henceforth, any random encounter with a revenant should be treated as no encounter."]}]},{"type":"entries","name":"Fortunes of Ravenloft","page":142,"id":"4b7","entries":["If your card reading reveals that a treasure is here, it's resting on the west windowsill."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,8,q53.%20beacon%20of%20argynvostholt,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área Q53</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="52" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q37. Cavaleiros da Ordem</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p139</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os líderes da Ordem do Dragão de Prata costumavam se reunir aqui.</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Através
da poeira e das teias de aranha, você vê bandeiras de guerra desbotadas
adornando as paredes de uma câmara espaçosa, no centro da qual está uma
pesada mesa de madeira. Um lustre de ferro está pendurado acima da
mesa, que é cercada por seis cadeiras de encosto alto com dragões
esculpidos em madeira empoleirados em cima delas. Afundados em cinco das
cadeiras estão humanos esqueléticos em cotas de malha esfarrapadas.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se
o farol na área Q53 tiver sido aceso, os espíritos desses revenants
serão enterrados, deixando para trás seus cadáveres inanimados. Se o
farol não estiver aceso, adicione o seguinte:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os cadáveres inclinam a cabeça em sua direção. Um deles rosna: "Por que vocês, os vivos, perturbam os mortos?"</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As figuras esqueléticas são cinco </span></span><span style="font-size: medium;"><a data-vet-hash="revenant_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#revenant_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">fantasmas</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . Todos os cinco são legítimos e maus. Eles aguardam ordens de Vladimir ( </span></span><a data-vet-entry="{"type":"entries","name":"Q36. Dragon's Audience Hall","page":138,"id":"47e","entries":[{"type":"insetReadaloud","id":"47f","entries":["The west wall of this fifty-foot-long, thirty-foot-wide audience hall has crumbled, leaving a gaping hole and a pile of rubble. Weapons and shields that once hung from the walls have fallen to the floor and succumbed to rust. A large, wooden throne carved to resemble a dragon with unfolding wings faces three tall windows to the west. Slumped in the throne is a gaunt, armored figure with one gauntlet wrapped around the hilt of a greatsword."]},"{@creature Vladimir Horngaard|CoS} (see {@area appendix D|7cb|x}), commander of the fallen Order of the Silver Dragon, is slumped in the throne. If the beacon of Argynvostholt (see {@area area Q53|4b1|x}) has been lit, the corpse is lifeless, and characters can plunder it freely (see \"{@area Treasure|481|x}\" below).","If the beacon has not been lit, the body is serving as a host for the revenant. If the characters approach it, it says, \"Go away.\" If they don't leave immediately, read:",{"type":"insetReadaloud","id":"480","entries":["The creature's grip on the greatsword tightens. \"If you have come to destroy me, know this: I perished defending this land from evil over four centuries ago, and because of my failure, I am forever doomed. If you destroy this body, my spirit will find a new corpse to inhabit, and I will hunt you down. You cannot free me from my damnation, nor would I wish it.\"","\"If you have come to free this land from the creature that feasts on the blood of the innocent, know this: There is no monster I hate more than {@creature Strahd von Zarovich|CoS}. He slew Argynvost, broke the life of the knight I loved, and destroyed the valiant order to which I devoted my life, but Strahd has already died once. He can't be allowed to die again. Instead, he must suffer eternally in a hell of his own creation, from which he can never escape. Whatever can be done to bring him misery and unrest, I will do, but I will destroy anyone who tries to end his torment.\""]},"Vladimir fights in self-defense. He also rises from his throne and attacks if the characters fail to heed his warning and press him for help destroying Strahd. The first time Vladimir takes damage, six {@creature Phantom Warrior|CoS|phantom warriors} (see {@area appendix D|79f|x}) materialize and join the fray, coming to his defense.","Hatred so clouds Vladimir's mind that he can't remember that Sir Godfrey ({@area area Q37|484|x}) was his beloved in life. If Sir Godfrey helps the characters and faces Vladimir, anguished recognition shines in Vladimir's eyes, yet only lighting the beacon can free him.",{"type":"entries","name":"Treasure","page":138,"id":"481","entries":["{@creature Vladimir Horngaard|CoS} wields a {@item +2 greatsword}.","Vladimir wears a platinum holy symbol of the Morninglord (worth 250 gp) around his neck, underneath his half plate armor."]},{"type":"entries","name":"Fortunes of Ravenloft","page":139,"id":"482","entries":["If your card reading reveals that a treasure is here, it's in Vladimir's possession, and he doesn't part with it willingly unless the beacon of Argynvostholt has been lit (see {@area area Q53|4b1|x})."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,8,q36.%20dragon's%20audience%20hall,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área Q36</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
) e lutam apenas em legítima defesa. Os revenants usam cotas de malha
quebradas que oferecem tanta proteção quanto armaduras de couro, e
empunham espadas longas. Como uma ação, um fantasma ataca duas vezes com
sua espada longa, empunhando a arma com ambas as mãos e causando 15 ( </span></span><span class="roller render-roller" data-packed-dice="{"type":"dice","rollable":true,"toRoll":"2d10 + 4","displayText":"2d10 + 4"}" title="Clique para rolar. SHIFT/CTRL para rolar duas vezes."><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">2d10 + 4</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) de dano cortante em um acerto.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um dos revenants, </span></span><span style="font-size: medium;"><a data-vet-hash="sir%20godfrey%20gwilym_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#sir%20godfrey%20gwilym_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Sir Godfrey Gwilym</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , é um conjurador com nível de desafio 6 (2.300 XP) e o seguinte recurso adicional:</span></span></span></p><div class="rd__b-special rd__b-inset" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset" style="text-align: justify;"><div class="rd__b rd__b--3"><span style="font-size: medium;"><span class="rd__h rd__h--3" data-title-index="53" data-title-relative-index="0"> <span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Feitiço.</span></span></span></span></span> <p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Sir
Godfrey é um feiticeiro de 16º nível. Sua habilidade de lançar feitiços
é Sabedoria (resistência ao feitiço CD 14). Sir Godfrey preparou os
seguintes feitiços de paladino:</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">1º nível (4 espaços): </span></span><span style="font-size: medium;"><a data-vet-hash="command_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#command_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">comando</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><a data-vet-hash="divine%20favor_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#divine%20favor_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">favor divino</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><a data-vet-hash="thunderous%20smite_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#thunderous%20smite_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">destruição estrondosa</span></span></a></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">2º nível (3 espaços): </span></span><span style="font-size: medium;"><a data-vet-hash="branding%20smite_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#branding%20smite_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">golpe de marca</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><a data-vet-hash="magic%20weapon_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#magic%20weapon_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">arma mágica</span></span></a></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">3º nível (3 espaços): </span></span><span style="font-size: medium;"><a data-vet-hash="blinding%20smite_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#blinding%20smite_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">golpe cegante</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><a data-vet-hash="dispel%20magic_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#dispel%20magic_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">dissipar magia</span></span></a></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">4º nível (2 espaços): </span></span><span style="font-size: medium;"><a data-vet-hash="staggering%20smite_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#staggering%20smite_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">destruição impressionante</span></span></a></span></p></div></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os
personagens que inspecionam a lareira notam uma mancha em forma de
escudo na parede acima da lareira. Um escudo mágico já foi pendurado
acima da lareira, mas foi levado quando os soldados de Strahd saquearam a
mansão. Agora está no tesouro do Castelo Ravenloft ( </span></span><span style="font-size: medium;"><a href="https://5e.tools/adventure.html#CoS,5"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 4</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><a data-vet-entry="{"type":"entries","name":"K41. Treasury","page":67,"id":"214","entries":[{"type":"insetReadaloud","id":"215","entries":["This octagonal vault is free of dust and cobwebs. The domed ceiling forty feet above is painted black and sparkles with a display of stars in unfamiliar constellations. Barely contained within this vault is a square tower, twenty feet on a side and thirty feet high, with arrow slits on all sides and a battlemented roof."]},"The domed ceiling is coated with dry pitch. The \"stars\" are shards of glowing crystal embedded in the pitch, each one as bright as a candle flame. Thanks to the starry \"night sky,\" the vault is dimly lit.","The plundered riches of Strahd's secret hoard lie within this adamantine tower, which is actually a {@item Daern's instant fortress} (see chapter 7, \"Treasure,\" of the {@book Dungeon Master's Guide|DMG}). Only Strahd knows the command word to alter its shape and size, which can't be done until every bit of treasure inside it is removed. Only Strahd can open the two means of entry: a sealed adamantine door set into the base of the tower on the north side, and an adamantine trapdoor on the roof.","The arrow slits of the tower are 4 inches wide and 2 feet tall, and the walls of the fortress are 3 inches thick. Characters who are able to reduce their size or assume gaseous form can enter the tower through these slits.",{"type":"entries","name":"Treasure","page":68,"id":"216","entries":["The ground floor of the {@item Daern's instant fortress} contains 50,000 cp, 10,000 sp, 10,000 gp, 1,000 pp, 15 assorted gems (100 gp each), and a {@item +2 shield} emblazoned with a stylized silver dragon that is the emblem of the Order of the Silver Dragon (see {@adventure chapter 7|CoS|8}). The shield whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't {@condition incapacitated}.","The upper floor of the tower contains 10 pieces of jewelry (250 gp each) in a red velvet sack, an {@item alchemy jug}, a {@item helm of brilliance}, a {@item +1 Rod of the Pact Keeper||rod of the pact keeper, +1}, and an unlocked wooden coffer with four compartments, each one containing a {@item potion of greater healing}."]},{"type":"entries","name":"Fortunes of Ravenloft","page":68,"id":"217","entries":["If your card reading reveals that a treasure is here, it is lying atop the coins on the ground floor inside the tower.","If your card reading indicates an encounter with {@creature Strahd von Zarovich|CoS|Strahd} in this area, he is perched atop the tower."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,5,k41.%20treasury,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área K41</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="54" data-title-relative-index="1"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Desenvolvimento</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p139</span></span></span></span></span></h3></div><div class="rd__b rd__b--2" style="text-align: justify;"><div><div class="rd__wrp-image relative" data-title-index="55">
<span style="font-size: medium;"><a href="https://5e.tools/img/adventure/CoS/081-cos07-05.webp" rel="noopener noreferrer" target="_blank" title="Sir Godfrey Gwilym">
<img alt="Sir Godfrey Gwilym" class="rd__image" data-src="img/adventure/CoS/081-cos07-05.webp" src="data:image/svg+xml,%3Csvg%20xmlns%3D%22http%3A%2F%2Fwww.w3.org%2F2000%2Fsvg%22%20width%3D%22757%22%20height%3D%221000%22%3E%3Crect%20width%3D%22100%25%22%20height%3D%22100%25%22%20fill%3D%22%23ccc3%22%3E%3C%2Frect%3E%3C%2Fsvg%3E" />
</a></span>
</div><div class="rd__image-title"><div class="rd__image-title-inner"><span style="font-size: medium;"><a data-vet-hash="sir%20godfrey%20gwilym_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#sir%20godfrey%20gwilym_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Sir Godfrey Gwilym</span></span></a></span></div></div></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Sir
Godfrey pode sentir que o espírito de Argynvost não está em repouso e
não está feliz que a ordem tenha sido reduzida a tal estado. Se os
personagens pedirem ajuda aos revenants, Sir Godfrey (falando com uma
voz áspera) relata todas as informações apresentadas no início do
capítulo sobre Argynvost e a ascensão e queda da Ordem do Dragão de
Prata. Porém, nem ele nem os outros revenants podem ajudar os
personagens de alguma forma significativa, por causa dos juramentos que
fizeram a </span></span><span style="font-size: medium;"><a data-vet-hash="vladimir%20horngaard_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#vladimir%20horngaard_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Vladimir Horngaard</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="56" data-title-relative-index="1"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Fortunas de Ravenloft</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p139</span></span></span></span></span></h3></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se
a leitura da sua carta revelar que Sir Godfrey é inimigo de Strahd e os
personagens lhe pedirem ajuda de forma persuasiva, ele se oferece para
se juntar à luta contra o vampiro. O destino desbloqueou a memória do
amor que ele e Vladimir uma vez compartilharam, e o poder dessa memória
leva Godfrey a ajudar a combater Strahd e a restaurar a honra da ordem.</span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se o farol na </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Q53. Beacon of Argynvostholt","page":142,"id":"4b1","entries":[{"type":"insetReadaloud","id":"4b2","entries":["Wooden stairs climb to the tower's peak, which has a stone floor and a thirty-foot-high pitched roof. Ravens roost on crisscrossing rafters, coming and going through small holes in the roof. Ten-foot-high, five-foot-wide arched windows are evenly spaced around the walls. Each window consists of a lead latticework fitted with small panes of transparent glass."]},"The {@creature Raven||ravens} that roost here are harmless, but they watch the characters with great interest. If the characters look out the windows, you can use the following text to describe what they see in the distance.",{"type":"insetReadaloud","id":"4b3","entries":["To the north and east lies a mist-shrouded valley with dark woods, a small town, and a lonely windmill on a precipice. To the south, a river flows through a foggy marsh. To the west, between rocky hills, you glimpse an abbey perched on a snowy mountainside beyond a long stretch of fog-smothered pines."]},"The small town is Vallaki ({@adventure chapter 5|CoS|6}). The windmill is Old Bonegrinder ({@adventure chapter 6|CoS|7}). The abbey is the Abbey of Saint Markovia in Krezk ({@adventure chapter 8|CoS|9}).",{"type":"entries","name":"Lighting the Beacon","page":142,"id":"4b4","entries":["When the skull of Argynvost is placed in the dragon's mausoleum ({@area area Q16|450|x}), the dragon's spirit transforms into a brilliant light that fills this room and flashes across the valley like the beacon of a lighthouse. Even if the tower is cast down, the light of Argynvost remains where it is, flashing in the sky. Although the mountains prevent the beacon's light from reaching Castle Ravenloft directly, Strahd can see the light's glow in the sky to the west.","The beacon can be seen in Vallaki ({@adventure chapter 5|CoS|6}), Krezk ({@adventure chapter 8|CoS|9}), and Berez ({@adventure chapter 10|CoS|11}), as well as from Old Bonegrinder ({@adventure chapter 6|CoS|7}), Van Richten's Tower ({@adventure chapter 11|CoS|12}), and the werewolf den ({@adventure chapter 15|CoS|16}).","The beacon's light can be \"felt\" even by creatures that are blind. The light allows good-aligned creatures to experience glimmers of hope and joy, while evil creatures find the light disconcerting.",{"type":"entries","name":"Beacon of Protection","page":142,"id":"4b5","entries":["While the beacon shines, characters and other creatures that oppose Strahd gain a +1 bonus to AC and saving throws for as long as they remain in Barovia."]},{"type":"entries","name":"Revenants at Rest","page":142,"id":"4b6","entries":["{@creature Vladimir Horngaard|CoS} and the other revenants that haunt Barovia see the light as a reminder of all that was once good and noble about the knightly order to which they once belonged. They let go of their hatred and their corporeal bodies, leaving corpses behind as their spirits find rest at long last. Henceforth, any random encounter with a revenant should be treated as no encounter."]}]},{"type":"entries","name":"Fortunes of Ravenloft","page":142,"id":"4b7","entries":["If your card reading reveals that a treasure is here, it's resting on the west windowsill."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,8,q53.%20beacon%20of%20argynvostholt,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área Q53</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> não tiver sido aceso, a decisão de Godfrey incorrerá na ira dos outros revenants, desencadeando um conflito armado.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se
o farol na área Q53 tiver sido aceso, Sir Godfrey permanece um revenant
mesmo depois de todos os outros revenants (incluindo Vladimir) terem
sido enterrados, exceto que seu alinhamento muda para legal e bom.
Embora Sir Godfrey não tenha conhecimento da leitura das cartas de
tarokka, ele de alguma forma sente que deve realizar uma tarefa final
antes que seu espírito possa descansar com o de Vladimir, e assim ele
concorda em ajudar os personagens a enfrentar Strahd no Castelo
Ravenloft.</span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="57" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q38. Armário</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p139</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Este armário empoeirado tem uma janela estreita na parede norte. Fora isso, a sala está vazia.</span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="58" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q39. Quarto de Vladimir</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p140</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
luz entra nesta sala circular através de cinco janelas quebradas. A luz
incide sobre uma cama grande e coberta de poeira no centro do quarto,
com dragões esculpidos em madeira no topo. Dois grandes animais
flanqueiam as portas duplas. Um deles é um urso pardo apoiado nas patas
traseiras e com as garras estendidas. O outro é um lobo terrível, com o
rosto congelado em um rosnado maligno. Perto do lobo está um baú de
madeira vazio.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Este quarto já serviu de quarto para Sir </span></span><span style="font-size: medium;"><a data-vet-hash="vladimir%20horngaard_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#vladimir%20horngaard_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Vladimir Horngaard</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e </span></span><a data-vet-hash="sir%20godfrey%20gwilym_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#sir%20godfrey%20gwilym_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Sir Godfrey Gwilym</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
. O urso e o lobo terrível são empalhados e inofensivos. Os saqueadores
saquearam o baú há muito tempo, não deixando nada de valor.</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="59" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q40. Estudo de Argynvost</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p140</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Este
quarto é um refúgio para poeira e teias de aranha. Três janelas
estreitas permitem que raios de luz iluminem prateleiras de carvalho ao
longo das paredes e uma cadeira acolchoada e rasgada deitada de lado
perto de uma lareira cavernosa. Um quadro acima da lareira foi cortado,
com a metade inferior pendurada abaixo da moldura como um pedaço de
carne rasgada. Uma porta de ferro situada no canto sul da parede oeste
está aberta em uma dobradiça.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os soldados de Strahd forçaram a abertura da porta de ferro que antes selava o cofre de Argynvost ( </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Q41. Dragon's Vault","page":140,"id":"496","entries":["The iron door leading to this room hangs open on a single rusty hinge. It has obviously been forced open and no longer closes properly.",{"type":"insetReadaloud","id":"497","entries":["The walls of this room are lined with lead. Emptied chests and shattered vases lie strewn upon the floor, their contents plundered."]},"This vault once held a dragon's trove but was stripped of all valuables long ago."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,8,q41.%20dragon's%20vault,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área Q41</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
). Eles também pegaram todos os livros deste estudo, exceto um. (Muitos
dos livros retirados daqui podem ser encontrados no escritório de
Strahd no Castelo Ravenloft.)</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O único volume restante está no chão, atrás da cadeira tombada. Intitulado </span></span><span style="font-size: medium;"><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">The Oath Celestial</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
, o livro foi parcialmente queimado, e sua capa foi cortada por uma
espada. Folhear o livro em ruínas revela que se trata de um texto
devocional para cavaleiros de um lugar chamado Sacro Império de
Valentia. A maioria dos cavaleiros que se juntaram a Argynvost contra
Strahd vieram daquele império – agora perdido além das brumas.</span></span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="60" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Página do diário</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p140</span></span></span></span></span></h3></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">À medida que os personagens atravessam a sala, leia:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--2" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Você
ouve o som suave de asas batendo, mas não consegue discernir sua
origem. Um único pedaço de pergaminho voa do topo de uma estante, gira
preguiçosamente no ar e cai suavemente aos seus pés.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
folha de pergaminho é a última página do diário de Argynvost, cujo
restante foi destruído. Se os personagens olharem para a página rasgada,
mostre aos jogadores o “ </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"section","name":"Journal of Argynvost","page":256,"id":"7f9","entries":[{"type":"insetReadaloud","id":"7fa","entries":["My knights have fallen, and this land is lost. The armies of my enemy will not be stopped by sword or spell, claw or fang. Today I will die, not avenging those who have fallen, but defending that which I love—this valley, this home, and the ideals of the Order of the Silver Dragon.","The evil surrounds me. The time has come to throw off this guise and show these heathens my true fearsome form. Let it spark terror in their hearts! Let them tell their stories of dark triumph against the protector of the Balinok Mountains! Let Argynvost be remembered as a dragon of honor and valor. My one regret is that my remains will not lie in their rightful place, in the hallowed mausoleum of Argynvostholt. No doubt my bones will be scattered among my enemies like the coins of a plundered hoard, trophies of a hard-won victory.","I do not fear death. Though my body will die, my spirit will live on. Let it serve as a beacon of light against the darkness. Let it bring hope to a land wrought with despair.","Now, to battle!","A"]},{"type":"image","href":{"type":"internal","path":"adventure/CoS/217-f8.webp"},"width":2768,"height":1499}]}" data-vet-opts="{"isLargeBookContent":true,"depth":-1}" href="https://5e.tools/adventure.html#cos,23,journal%20of%20argynvost,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Diário de Argynvost</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ” no </span></span><a href="https://5e.tools/adventure.html#CoS,23"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">apêndice</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> F.</span></span></span></p></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="61" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Imagem cortada</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p140</span></span></span></span></span></h3></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se os personagens estudarem a imagem inteira acima da lareira, leia:</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
imagem mostra a mansão em dias melhores, sob um céu claro de inverno
com montanhas cobertas de neve ao fundo. O topo da torre da capela
brilha como um farol prateado.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A imagem irradia uma aura de magia de transmutação sob o escrutínio de um feitiço de </span></span><span style="font-size: medium;"><a data-vet-hash="detect%20magic_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#detect%20magic_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">detecção de magia</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , mas a aura é fraca. Se os personagens consertarem a imagem usando um truque </span></span><a data-vet-hash="mending_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#mending_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de conserto</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , leia:</span></span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b rd__b--2"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
farol na imagem pisca com uma luz prateada brilhante, e a forma
espectral de um enorme dragão prateado preenche a sala. "Meu crânio está
na fortaleza do meu inimigo", diz ele, "exibido em um lugar de mau
agouro. Devolva meu crânio à sua cripta legítima e meu espírito brilhará
aqui para sempre, trazendo esperança a esta terra escura." Com isso, a
aparição do dragão desaparece.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
dragão espectral não é o espírito de Argynvost, mas um efeito
semelhante a um feitiço. Uma vez que o dragão tenha falado, a imagem não
brilha mais e se torna não-mágica.</span></span></p></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="62" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q41. Cofre do Dragão</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p140</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
porta de ferro que leva a esta sala está aberta em uma única dobradiça
enferrujada. Obviamente foi forçado a abrir e não fecha mais
corretamente.</span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As
paredes desta sala são revestidas de chumbo. Baús vazios e vasos
quebrados estão espalhados pelo chão, com seu conteúdo saqueado.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Este cofre já abrigou o tesouro de um dragão, mas foi despojado de todos os objetos de valor há muito tempo.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="63" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q42. Quarto de Argynvost</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p140</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Cortinas ricas, desbotadas pelo tempo e pelo abandono, escondem as janelas desta sala vazia.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Argynvost preferia dormir em sua forma de dragão. Assim, não há móveis aqui.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="64" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q43. Buraco no telhado</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p140</span></span></span></span></span></h2></div><div class="rd__b rd__b--1" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Este buraco de 6 metros de diâmetro no telhado da mansão está diretamente acima da </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Q33. Collapsed Ceiling","page":138,"id":"478","entries":[{"type":"insetReadaloud","id":"479","entries":["The roof over this part of the mansion has collapsed, creating a twenty-foot-diameter gaping hole with broken rafters bisecting it. Dark storm clouds roll across the sky overhead. The floor is piled with rocks, broken tiles, shattered beams, and other debris. Beneath the rubble lie a sagging floor and puddles of rainwater."]},"The ceiling here is 20 feet high, and the rubble is {@quickref difficult terrain||3}.","{@creature Vladimir Horngaard|CoS} (see {@area area Q36|47e|x}) can hear visitors climbing over the rubble and can't be {@quickref Surprise|PHB|3|0|surprised} by them."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,8,q33.%20collapsed%20ceiling,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área Q33</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , cujo piso fica 6 metros abaixo. Os escombros no telhado ao redor do buraco são </span></span><a data-vet-hash="bookref-quick,3,difficult%20terrain" data-vet-page="quickreference.html" data-vet-source="PHB" href="https://5e.tools/quickreference.html#bookref-quick,3,difficult%20terrain"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de terreno difícil</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
. A cobertura é inclinada e coberta com telhas de pedra fissurada.
Escalar o telhado de telhas requer um teste bem-sucedido de Força ( </span></span><span class="help help--hover" data-vet-hash="athletics_phb" data-vet-is-faux-page="true" data-vet-page="skill" data-vet-source="PHB"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Atletismo</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) CD 10. Uma falha de 5 ou mais faz com que o escalador deslize até o parapeito, caindo </span></span><a data-vet-hash="prone_phb" data-vet-page="conditionsdiseases.html" data-vet-source="PHB" href="https://5e.tools/conditionsdiseases.html#prone_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">caído</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , mas sem sofrer nenhum dano.</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="65" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q44. Dragão Gárgula</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p141</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Empoleirada no telhado com vista para o parapeito está uma gárgula prateada em forma de dragão filhote.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A estátua do dragão prateado está a 3 metros acima do parapeito e tem um feitiço </span></span><span style="font-size: medium;"><a data-vet-hash="magic%20mouth_phb" data-vet-page="spells.html" data-vet-source="PHB" href="https://5e.tools/spells.html#magic%20mouth_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">de boca mágica</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
lançado sobre ela. Quando um personagem passa na frente dele, o feitiço
é ativado e o dragão sussurra o seguinte verso curto na língua comum:</span></span></span></p><p><span style="font-size: medium;"><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Quando o dragão sonha seu sonho</span></span></i></span></p><p><span style="font-size: medium;"><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Dentro de seu túmulo legítimo,</span></span></i></span></p><p><span style="font-size: medium;"><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">A luz de Argynvost brilhará</span></span></i></span></p><p><span style="font-size: medium;"><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">E livrar esta terra da escuridão.</span></span></i></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="66" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q45. Balista Antiga</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p141</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma balista antiga, apodrecida pelo tempo e pelo clima, fica atrás das ameias no telhado desta torre.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A balista desmorona se for perturbada.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="67" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q46. Balista destruída</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p141</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Espalhados
no telhado em direção à frente da mansão estão os destroços de uma
balista. Flanqueando os destroços estão duas torres de pedra com
telhados cônicos e portas estreitas.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As torres são descritas na área Q47.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="68" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q47. Torretas de telhado</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p141</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Teias
de aranha pendem das vigas desta torre, que está vazia, exceto por um
banco de madeira e um fogão de ferro. As fendas das flechas olham para o
terreno nebuloso em frente à mansão.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os cavaleiros que outrora guardavam o telhado usavam essas torres como calor e abrigo em dias chuvosos e noites frias.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="69" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q48. Borda do telhado</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p141</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Além
de uma borda irregular de pedra há um mergulho de dezoito metros até o
chão coberto de escombros abaixo. Algumas vigas sobressaem debaixo da
pedra.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
borda do telhado é resistente o suficiente para caminhar e não corre o
risco de desabar ainda mais. São 20 pés de profundidade até </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Q32. Ruined Bedchambers","page":138,"id":"476","entries":["These two rooms stand across from each other, separated by a ruined corridor that abruptly ends to the south of their doors.",{"type":"insetReadaloud","id":"477","entries":["Most of this chamber has collapsed. The wooden floor is strewn with rubble and falls away into a foggy abyss to the south. The roof overhead is jagged and broken."]},"The floor here is 40 feet above of the floor of the ballroom ({@area area Q4|433|x}). The roof is 20 feet overhead."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,8,q32.%20ruined%20bedchambers,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">a área Q32</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , 40 pés de profundidade até </span></span><a data-vet-entry="{"type":"entries","name":"Q19. Ruined Bedchambers","page":135,"id":"45a","entries":["There are two of these rooms.",{"type":"insetReadaloud","id":"45b","entries":["The south end of this room has collapsed, exposing the chamber to the elements. A few furnishings lie broken under fallen debris from the level above."]},"The wooden floor creaks underfoot. Although it is safe to walk on, doing so attracts the {@creature Giant Spider||giant spiders} from {@area area Q4|433|x}. The spiders crawl up into the room and attack. The floor here is 20 feet above the floor of the ballroom."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,8,q19.%20ruined%20bedchambers,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">a área Q19</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e 60 pés de profundidade até </span></span><a data-vet-entry="{"type":"entries","name":"Q4. Spiders' Ballroom","page":132,"id":"433","entries":[{"type":"insetReadaloud","id":"434","entries":["Rubble is strewn throughout much of this vast chamber, caused by the partial collapse of the rooms above it. On the pink marble floor, fallen chandeliers lie amid broken chairs and other furnishings. Thick webs stretch from wall to wall, and moving among them are too many giant spiders to count!"]},"Nine {@creature Giant Spider||giant spiders} nest here. They attack anyone who gets too close."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,8,q4.%20spiders'%20ballroom,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">a área Q4</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="70" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q49. Porta da Torre do Farol</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p141</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O
parapeito se estreita até uma largura de três metros, terminando diante
de uma robusta porta de madeira embutida na parede da torre leste.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esta porta está trancada por dentro. Os guerreiros fantasmas nas torres da torre ( </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Q52. Beacon Turrets","page":141,"id":"4ac","entries":[{"type":"insetReadaloud","id":"4ad","entries":["A stone battlement encloses the roof of this turret. A spiral staircase descends to the level below."]},"These turret rooftops are 80 feet above ground level. The spiral stairs descend 20 feet to archers' posts—small rooms lined with arrow slits. Standing guard in each of these rooms is a {@creature phantom warrior|CoS} (see {@area appendix D|79f|x}) with a spectral longbow that shoots arrows of force energy. The two phantom warriors gain the following action options:",{"type":"inset","id":"4ae","entries":[{"type":"entries","name":"Multiattack","page":142,"id":"4af","entries":["The phantom warrior makes two attacks with its spectral longsword or spectral longbow."]},{"type":"entries","name":"Spectral Longbow","page":142,"id":"4b0","entries":["{@atk rw} +2 to hit, range 150/600 ft., one target. Hit: 4 ({@dice 1d8}) force damage."]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,8,q52.%20beacon%20turrets,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área Q52</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
) fazem ataques à distância contra personagens que tentam forçar a
entrada na torre. Esses defensores espectrais têm três quartos de
cobertura atrás das seteiras.</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="71" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q50. Farol, patamar inferior</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p141</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Um
frágil patamar de madeira e uma escada estão presos às paredes desta
torre. As escadas levam a outro patamar seis metros acima, e o piso da
capela fica vinte metros abaixo.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O patamar e as escadas rangem e estremecem sob os pés, mas estão seguros.</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="72" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q51. Farol, patamar superior</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p141</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset rd__b-inset--readaloud"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Escadas
barulhentas sobem até um patamar de madeira com três janelas que dão
para o telhado da mansão. Flanqueando as janelas estão duas estreitas
portas de madeira.</span></span></p></div><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
aterrissagem range e geme sob os pés, assim como na área Q50, mas aqui
as coisas não são tão seguras. A seção de 3 metros de comprimento
marcada com T no </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"section","name":"Areas of Argynvostholt","page":130,"id":"42a","entries":["The following areas correspond to labels on the maps of Argynvostholt below.",{"type":"gallery","images":[{"type":"image","href":{"type":"internal","path":"adventure/CoS/077-020.jpg"},"title":"Map 7.1: Argynvostholt (Area Q)","width":4800,"height":6600,"mapRegions":[{"area":"46f","points":[[2251,988],[2251,542],[1793,542],[1793,988]]},{"area":"46c","points":[[2975,990],[2975,543],[3428,543],[3428,990]]},{"area":"467","points":[[2256,999],[2256,840],[2962,840],[2962,999]]},{"area":"472","points":[[2114,1001],[2114,1420],[2539,1420],[2539,1001]]},{"area":"469","points":[[2682,1000],[2682,1420],[3122,1420],[3122,1000]]},{"area":"455","points":[[2121,1572],[2121,1282],[1807,1282],[1807,1572]]},{"area":"457","points":[[2831,2141],[2831,1434],[2124,1434],[2124,2141]]},{"area":"455","points":[[2121,1989],[2121,2302],[1819,2302],[1819,1989]]},{"area":"45a","points":[[2121,2150],[2121,2675],[3116,2675],[3116,2150]]},{"area":"44b","points":[[3535,1570],[3535,1268],[3847,1268],[3847,1570]]},{"area":"44b","points":[[3532,2002],[3532,2311],[3862,2311],[3862,2002]]},{"area":"465","points":[[3268,1581],[3268,1992],[3988,1992],[3988,1581]]},{"area":"463","points":[[2836,1572],[2836,1781],[3109,1781],[3109,1755],[2932,1572]]},{"area":"461","points":[[2838,1790],[2838,1996],[2930,1996],[3108,1818],[3108,1790]]},{"area":"45f","points":[[2838,1434],[2838,1563],[2936,1563],[3126,1753],[3126,1820],[2938,2008],[2839,2008],[2839,2138],[3222,2138],[3254,2106],[3254,1480],[3211,1434]]},{"area":"450","points":[[3922,626],[3922,1232],[4507,1232],[4507,626]]},{"area":"43c","points":[[2255,3582],[2255,3105],[1776,3105],[1776,3582]]},{"area":"43f","points":[[2968,3581],[2968,3118],[3445,3118],[3445,3581]]},{"area":"43e","points":[[2260,3581],[2260,3121],[2959,3121],[2959,3581]]},{"area":"437","points":[[2110,3590],[2110,4014],[2538,4014],[2538,3590]]},{"area":"444","points":[[2546,3593],[2546,4014],[2826,4014],[2826,3593]]},{"area":"442","points":[[2835,3588],[2835,4013],[3116,4013],[3116,3588]]},{"area":"42d","points":[[1836,4633],[1836,4102],[1477,4102],[1477,4633]]},{"area":"42b","points":[[937,4133],[937,4615],[1279,4615],[1279,4133]]},{"area":"42f","points":[[2825,4021],[2825,4736],[1841,4736],[1841,4021]]},{"area":"446","points":[[2829,4021],[2829,4734],[3265,4734],[3265,4021]]},{"area":"448","points":[[3267,4159],[3267,4598],[3999,4598],[3999,4159]]},{"area":"44b","points":[[3535,4151],[3535,3987],[3840,3987],[3840,4151]]},{"area":"44b","points":[[3532,4604],[3532,4890],[3836,4890],[3836,4604]]},{"area":"435","points":[[2387,5578],[2387,6181],[2855,6181],[2855,5578]]},{"area":"44d","points":[[3271,3591],[3271,3981],[3916,3981],[3916,3591]]},{"area":"450","points":[[3997,3458],[3997,3566],[4068,3566],[4134,3632],[4134,3710],[4246,3710],[4246,3641],[4319,3568],[4400,3568],[4400,3458],[4318,3458],[4248,3388],[4248,3310],[4147,3310],[4147,3386],[4073,3458]]},{"area":"433","points":[[2118,4747],[2118,5285],[3123,5285],[3123,4747]]}],"imageType":"map","grid":{"type":"square","size":144,"offsetX":-44,"offsetY":-16,"distance":10},"id":"5eb","hrefThumbnail":{"type":"internal","path":"adventure/CoS/thumbnail/077-020.webp"}},{"type":"image","href":{"type":"internal","path":"adventure/CoS/078-cos701.jpg"},"title":"Player Version","width":4800,"height":6600,"imageType":"mapPlayer","grid":{"type":"square","size":144,"offsetX":-44,"offsetY":-16,"distance":10},"mapParent":{"id":"5eb"}}]},{"type":"entries","name":"Q1. Dragon Statue","page":130,"id":"42b","entries":[{"type":"insetReadaloud","id":"42c","entries":["Perched atop a ten-foot-wide, ten-foot-high cube of granite is a moss-covered statue of a dragon, its wings tucked close to its body. The statue looks east, toward the mansion."]},"The fog makes it hard to see the dragon's features from a distance, but close inspection reveals that it's a silver dragon of noble bearing, its spiny frill cracked and broken in many places. The statue is 10 feet tall but looks much more imposing perched on the granite block.","If scrutinized with a {@spell detect magic} spell, the statue radiates an aura of evocation magic. The dragon statue used to breathe a cone of cold as part of a magic trap, but the trap no longer works (see area Q2)."]},{"type":"entries","name":"Q2. Main Entrance","page":130,"id":"42d","entries":[{"type":"insetReadaloud","id":"42e","entries":["Flagstone steps flanked by stone railings climb to a landing in front of a pair of tall, wooden doors with rusted iron bands and knockers shaped like small dragons. Carved into the lintel above the entrance is the word Argynvostholt."]},"If a creature climbs the steps or sets foot on the landing, the dragon statue (area Q1) opens its mouth and exhales a 60-foot cone of harmless cold air, then closes its mouth and doesn't activate again until the next dawn. At one time, the statue would breathe a cone of ice and hail, but its magic has deteriorated over the years.","The doors are unlocked and can be pushed open to reveal a dark foyer (area Q3)."]},{"type":"entries","name":"Q3. Dragon's Foyer","page":132,"id":"42f","entries":[{"type":"insetReadaloud","id":"430","entries":["This room feels like a king's tomb. A grand staircase leads up to stone balconies held aloft by stone pillars and arches. A tall, faded tapestry depicting a nobleman in silver armor hangs from an iron rod above the staircase landing.","Six sets of double doors lead from this foyer. Along the walls, displayed on marble pedestals, are three alabaster busts of handsome men. A fourth bust and its pedestal have been knocked over, and their shattered remains lie strewn across the mosaic floor. Two chandeliers of wrought iron hang from the ceiling like monstrous black spiders."]},"The tapestry is torn in places and worthless. It is a portrait of Lord Argynvost. The alabaster busts depict several of the dragon's other human guises. The stairs lead up to the second-floor balconies ({@area area Q18|457|x}).",{"type":"entries","name":"Shadow of Argynvost","page":132,"id":"431","entries":["The first time the characters pass through this foyer, read:",{"type":"insetReadaloud","id":"432","entries":["A great shadow with wings moves across the walls and disappears. You hear the soft bestial hiss in the darkness."]},"The draconic shadow is ominous yet harmless."]}]},{"type":"entries","name":"Q4. Spiders' Ballroom","page":132,"id":"433","entries":[{"type":"insetReadaloud","id":"434","entries":["Rubble is strewn throughout much of this vast chamber, caused by the partial collapse of the rooms above it. On the pink marble floor, fallen chandeliers lie amid broken chairs and other furnishings. Thick webs stretch from wall to wall, and moving among them are too many giant spiders to count!"]},"Nine {@creature Giant Spider||giant spiders} nest here. They attack anyone who gets too close."]},{"type":"entries","name":"Q5. Ruined Stable","page":132,"id":"435","entries":[{"type":"insetReadaloud","id":"436","entries":["Here lie the blackened beams of a wooden stable, burned to its stone foundation. Looming above the wreckage is the partially collapsed south end of the mansion, all three of its floors exposed to the elements."]},"There is nothing of value in the stable."]},{"type":"entries","name":"Q6. Dragon's Den","page":132,"id":"437","entries":[{"type":"insetReadaloud","id":"438","entries":["This wood-paneled den has been ransacked, its furnishings tossed about. A cold, dark hearth dominates the west wall between two narrow windows. Standing upright against the north wall is a sarcophagus made of black wood with a queen's effigy carved into its lid."]},"Argynvost had the empty sarcophagus converted into a wine cabinet. Now, only shattered wineglasses and decanters are to be found on the shelves. The den's other furnishings include rotted divans, broken chairs, overturned ottomans, and smashed oil lamps.","A secret door at the north end of the east wall can be pushed open to reveal a storage room ({@area area Q11|444|x}).",{"type":"entries","name":"Living Fire","page":132,"id":"439","entries":["If the beacon of Argynvostholt ({@area area Q53|4b1|x}) has not been lit, read the following text when the characters approach the fireplace for the first time:",{"type":"insetReadaloud","id":"43a","entries":["A fire erupts in the dead hearth and assumes a draconic form. It hisses, crackles, and unfurls its smoky wings."]},"Have the player characters roll initiative. The fire acts on initiative count 10 and has AC 15, 1 hit point, and immunity to fire, poison, and psychic damage. If it is reduced to 0 hit points, it explodes and fills the room with fire, setting fire to the dry furnishings. Each creature in the room must make a DC 12 Dexterity saving throw, taking 22 ({@dice 4d10}) fire damage on a failed save, or half as much damage on a successful one.","The fire doesn't attack. On its first turn, if it has not been reduced to 0 hit points, it speaks:",{"type":"insetReadaloud","id":"43b","entries":["The fiery dragon hisses as it addresses you. \"My knights have fallen into darkness. Save them if you can. Show them the light they have lost!\" With that, the fire burns out."]},"The dragon refers to the Order of the Silver Dragon and the beacon ({@area area Q53|4b1|x})."]}]},{"type":"entries","name":"Q7. Parlor","page":133,"id":"43c","entries":[{"type":"insetReadaloud","id":"43d","entries":["Tattered velvet drapes cover the tall, slender windows that encircle this parlor. The furnishings are covered with dust and cobwebs, and lie in disarray. A damaged brass chandelier hangs from the ceiling, which is covered with a faded mural that depicts metallic dragons and colorful birds flying beneath white clouds."]},"Time and neglect have damaged the furnishings, leaving nothing of value."]},{"type":"entries","name":"Q8. Iron Gate","page":133,"id":"43e","entries":["An iron gate, chained shut, closes off a 10-foot-tall archway on the north wall of the mansion. The key to the chain's padlock was lost long ago, but the lock can be picked by someone who uses thieves' tools and makes a successful DC 20 Dexterity check. The old lock can be smashed by a character who uses a bludgeoning or slashing weapon on it and makes a successful DC 15 Strength check.","Ten-foot-high flights of stone steps to the west and east of the archway lead up to landings and doors that provide access to areas Q7 and Q9."]},{"type":"entries","name":"Q9. Servants' Quarters","page":133,"id":"43f","entries":[{"type":"insetReadaloud","id":"440","entries":["Tattered brown drapes cover the windows of this circular room, and a heavy curtain hangs across an archway to the south. Strewn about the floor is the wreckage of half a dozen beds and other pieces of furniture."]},"Lord Argynvost's household staff once slept here. The room contains nothing of value. Beyond the curtain lies the kitchen (area Q10)."]},{"type":"entries","name":"Q10. Kitchen","page":133,"id":"442","entries":[{"type":"insetReadaloud","id":"443","entries":["This kitchen has been plundered, its tables overturned. The floor is littered with rusted utensils and smashed crockery. Narrow windows flanking a hearth look out over a cemetery. An open iron pot hangs from a hook inside the blackened fireplace. It rattles on its hook and bobs up and down, as though something is inside it."]},"The iron pot contains an ordinary {@creature bat}. When the characters get close, it flies out and flaps about the room."]},{"type":"entries","name":"Q11. Wine Storage","page":133,"id":"444","entries":[{"type":"insetReadaloud","id":"445","entries":["Five barrels lie in wooden braces along the walls of this dark, moldy storage room."]},"Hiding behind the barrels is a wounded elf named {@creature Savid|CoS} (N male dusk elf {@creature scout}). He has 4 hit points remaining and is grateful for any healing the characters can provide.","{@creature Savid|CoS} lives with the other dusk elves of Barovia in the Vistani camp outside Vallaki ({@adventure chapter 5|CoS|6}, {@area area N9|3e8|x}). He was searching the woods for a missing Vistani girl named {@creature Arabelle|CoS} when a wandering mob of needle blights accosted him. He was forced to take refuge in the mansion.","{@creature Savid|CoS}, who is more than four hundred years old, volunteers the following useful information:",{"type":"list","items":["Argynvost was a silver dragon that liked to assume human forms. Argynvostholt was the dragon's home.","In human guise, the noble dragon led a group of knights called the Order of the Silver Dragon. They gave shelter to refugees who had come to the valley to escape Strahd's army. Strahd's soldiers slew the dragon, destroyed the order, and sacked the mansion.","Vistani and dusk elves avoid the mansion, believing that the dragon's ghost haunts it."]},"The wine in the barrels turned to vinegar and evaporated long ago. Emblazoned on the barrels' sides are the name of the winery, the Wizard of Wines, and the name of the wine, Champagne du le Stomp.","A secret door at the north end of the west wall can be pulled open to reveal a den ({@area area Q6|437|x})."]},{"type":"entries","name":"Q12. Dining Hall","page":133,"id":"446","entries":[{"type":"insetReadaloud","id":"447","entries":["A twenty-foot-long table with sculpted dragons for legs stands in the center of this hall. The chairs that surround the table have backs carved to resemble folded dragon wings, and several of the chairs have been overturned or smashed to pieces. Suspended above the table is a crystal chandelier that glows with a soft white light. Standing in windowed alcoves are two life-sized statues depicting knights with dragon-winged helms and shields.","Rainwater trickles through cracks in the ceiling, flowing down the west wall and adding to a large puddle on the floor.","Five sets of wooden doors lead to this hall. The doors in the northeast corner hang open. A pair of leaded glass doors, their panes cracked and broken, stand open between panels of stained glass set into the east wall. These panels depict silver dragons in flight. Beyond the glass doors lies a dark, misty room that appears to be a chapel."]},"A {@spell continual flame} spell was cast on the crystal chandelier long ago and has never been dispelled. The knight statues are lifelike but inanimate."]},{"type":"entries","name":"Q13. Chapel of Morning","page":134,"id":"448","entries":[{"type":"insetReadaloud","id":"449","entries":["Cracked wooden pillars support a wooden, U-shaped balcony that overhangs this stone-walled chapel. Narrow archways lead to spiral staircases that curl up to the balcony, and a door set into the north wall has a wooden beam barring it. At the east end of the chapel rests a stone altar flanked by iron candelabras. The altar is carved with a rising sun bas-relief. Tall, arching windows set with panels of stained glass decorate the walls behind the altar. One of the windows has been shattered, covering the chapel floor with shards of colored glass and allowing thick fog to enter and fill the room."]},"If the beacon has not been lit (see {@area areas Q16|450|x} and {@area Q53|4b1|x}), add:",{"type":"insetReadaloud","id":"44a","entries":["Through the fog, you see three armored figures kneeling before the altar."]},"The figures are three {@creature Revenant||revenants} clad in tattered chain mail that affords the same protection as leather armor. Each revenant wields a longsword. If the beacon is lit, the revenants are cleansed of their hatred and laid to rest, and the characters find three armored corpses with longswords lying on the floor in front of the altar.","The revenants, if still active, are blinded by their hate and attack the characters on sight, seeking to drive them out of Argynvostholt. As an action, a revenant attacks twice with its longsword, wielding the weapon with both hands and dealing 15 ({@dice 2d10 + 4}) slashing damage on a hit.","Characters who study the room's iconography and orientation (the fact that it draws light from the east) can determine, with a successful DC 10 Intelligence ({@skill Religion}) check, that the chapel is dedicated to a god of the dawn. Anyone familiar with Barovian religion can conclude that the god in question is the Morninglord.","The balcony ({@area area Q24|465|x}) is 20 feet high and can be reached by climbing either spiral staircase (area Q14).","Characters who stand near the altar and look up can see the hollow interior of the beacon tower. The tower's lower landing ({@area area Q50|4a8|x}) is 60 feet above the chapel floor, and the upper landing ({@area area Q51|4aa|x}) is another 20 feet above that.","The bar across the north door is easily lifted from this side. Once the bar is removed, the door can be pulled open to reveal a stone staircase leading down to a cemetery (area Q15)."]},{"type":"entries","name":"Q14. Chapel Staircases","page":134,"id":"44b","entries":[{"type":"insetReadaloud","id":"44c","entries":["Narrow windows allow dim light to enter this five-foot-wide spiral staircase."]},"The staircase leads from the chapel (area Q13) to the chapel's balcony ({@area area Q24|465|x}) and climbs another 20 feet to a small, empty room with a window that looks down on the chapel."]},{"type":"entries","name":"Q15. Cemetery","page":134,"id":"44d","entries":[{"type":"insetReadaloud","id":"44e","entries":["Tucked behind the mansion is a fog-shrouded cemetery enclosed by a seven-foot-tall fence of wrought iron. In the northeast corner stands a mausoleum."]},"If the beacon has not been lit (see areas Q16 and {@area Q53|4b1|x}), read the following text when the characters cross the cemetery for the first time:",{"type":"insetReadaloud","id":"44f","entries":["You suddenly feel like someone or something is watching you. Looking up, you spot a well-dressed man with a thick mane of thistledown hair observing you from a high tower window. He draws the curtain and disappears from view."]},"The strange man watches the characters through the southeast window of {@area area Q42|498|x}. He is merely an apparition intended to lure the characters to that room.","The mausoleum is described in area Q16.","The thick fog obscures the fact that five of the graves have been dug up. Closer inspection and a successful DC 10 Wisdom ({@skill Perception}) check reveals that the corpses buried there crawled out of the earth. Of the missing corpses there is no sign, but the surrounding fence is intact, which suggests that no one got into the cemetery from outside. (These corpses were animated by the spirits of revenants and clawed their way out.)","A stone staircase curls up the outside of a turret to a flagstone landing in front of a sturdy wooden door. The door is barred from the inside and opens into the chapel ({@area area Q13|448|x})."]},{"type":"entries","name":"Q16. Dragon's Mausoleum","page":134,"id":"450","entries":[{"type":"insetReadaloud","id":"451","entries":["Tarnished, silver-plated gargoyles shaped like dragon wyrmlings cling to the stone-tiled roof of this mausoleum. An eight-foot-tall, four-foot-wide white marble door set into the southwest wall is engraved with a name: Argynvost."]},"The dragon-shaped gargoyles are harmless statuary. The stone door can be pulled open with a successful DC 15 Strength check.",{"type":"insetReadaloud","id":"452","entries":["The interior of the mausoleum is dark and dusty. You see four empty alcoves with raised floors. Etched into the far wall is a verse written in Draconic."]},"Characters who can read the Draconic script can decipher the writing on the wall:",{"type":"inset","id":"453","entries":["{@i Here lie the bones and treasures of}","{@i Argynvost, lord of Argynvostholt and}","{@i founder of the Order of the Silver Dragon}."]},{"type":"entries","name":"Development","page":135,"id":"454","entries":["If the skull of Argynvost is brought from Castle Ravenloft (see {@adventure chapter 4|CoS|5}, {@area area K67|261|x}) and sealed inside the mausoleum, the dragon's spirit transforms into a brilliant light at the top of the tower (see {@area area Q53|4b1|x})."]}]},{"type":"entries","name":"Q17. West Staircases","page":135,"id":"455","entries":[{"type":"insetReadaloud","id":"456","entries":["Narrow windows illuminate this dusty, five-foot-wide spiral staircase."]},"These staircases connect the second-floor balconies (area Q18) to {@area areas Q30|474|x} and {@area Q36|47e|x} on the third floor."]},{"type":"entries","name":"Q18. Balconies","page":135,"id":"457","entries":[{"type":"insetReadaloud","id":"458","entries":["Two stone balconies flank the main foyer. Balusters carved to resemble knights in shining armor support their elegantly carved stone railings. Weapons and shields festoon the walls along each of these walkways, while alabaster busts of handsome men flank hallways that lead north and south away from the foyer. At the west end of each balcony is an archway that leads to a spiral staircase going up."]},"The balcony is 20 feet above the floor of the foyer ({@area area Q3|42f|x}). The weapons and shields hanging on the walls are nonmagical. The busts, displayed atop wooden pedestals, depict various human guises of the dragon Argynvost. Their eyes seem to watch the characters as they walk by, but the effect is an optical illusion."]},{"type":"entries","name":"Q19. Ruined Bedchambers","page":135,"id":"45a","entries":["There are two of these rooms.",{"type":"insetReadaloud","id":"45b","entries":["The south end of this room has collapsed, exposing the chamber to the elements. A few furnishings lie broken under fallen debris from the level above."]},"The wooden floor creaks underfoot. Although it is safe to walk on, doing so attracts the {@creature Giant Spider||giant spiders} from {@area area Q4|433|x}. The spiders crawl up into the room and attack. The floor here is 20 feet above the floor of the ballroom."]},{"type":"entries","name":"Q20. South Alcove","page":135,"id":"45c","entries":[{"type":"insetReadaloud","id":"45d","entries":["A red velvet curtain hangs in front of an alcove in the southeast corner of this hall. It ripples ever so slightly."]},"One of the narrow windows in the back of the alcove has a broken glass pane through which a slight breeze passes, causing the curtain to move. When the characters look behind the curtain, read:",{"type":"insetReadaloud","id":"45e","entries":["A black cloth covers something atop a white marble pedestal."]},"Beneath the black cloth is the severed head of a randomly determined character—an illusion created by Strahd's consciousness. In actuality, it's an exquisite alabaster bust of a handsome, middle-aged human with a neatly trimmed mustache and beard (Lord Argynvost). The illusion is too strong to be disbelieved, but it can be dispelled if the bust is broken or covered up again."]},{"type":"entries","name":"Q21. North Alcove","page":135,"id":"45f","entries":[{"type":"insetReadaloud","id":"460","entries":["A red velvet curtain hangs in front of an alcove in the northeast corner of this hall."]},"The alcove is empty except for the narrow windows in the back walls. Whenever the characters part the curtain and leave, the curtain is closed when they return. Only by removing the curtain from its rod can they prevent the curtain from closing on its own."]},{"type":"entries","name":"Q22. Bathroom","page":135,"id":"461","entries":[{"type":"insetReadaloud","id":"462","entries":["The room contains an iron tub and has wood paneling on the walls that rises to a height of three feet. Above the paneling, the walls are painted with a continuous, faded mural of a mountainscape."]},"The mural accurately depicts the Balinok Mountains."]},{"type":"entries","name":"Q23. Storage Room","page":135,"id":"463","entries":[{"type":"insetReadaloud","id":"464","entries":["Rainwater seeps through cracks in the ceiling and flows into a pool on the sagging wooden floor. The pool fills about half the room. Bare stone shelves line the walls."]},"This room has been thoroughly looted. The wooden floor is soft and spongy, and it can't support more than 100 pounds of weight. If more weight is applied, the floor collapses, and any creature in the room falls 20 feet, taking damage as normal and landing in {@area area Q12|446|x}."]},{"type":"entries","name":"Q24. Chapel Balcony","page":136,"id":"465","entries":[{"type":"insetReadaloud","id":"466","entries":["This wooden balcony overhangs the mansion's chapel. An exquisitely carved wooden throne rests at the west end between two doors, and narrow archways lead to spiral staircases going up and down. Hanging from the high ceiling is an iron chandelier with candle holders shaped like tiny silver dragons."]},"The doors behind the throne lead to {@area areas Q20|45c|x} and {@area Q21|45f|x}. A wooden railing surrounds the balcony, which is 20 feet above the floor of the chapel ({@area area Q13|448|x})."]},{"type":"entries","name":"Q25. Trapped Hallway","page":136,"id":"467","entries":[{"type":"insetReadaloud","id":"468","entries":["This T-shaped hallway has branches to the west, east, and south. Three arched windows in the north wall look out over the foggy grounds."]},"The ceiling in the hall is 20 feet high. The wooden doors to {@area areas Q27|46c|x} and {@area Q28|46f|x} are locked, requiring a successful DC 20 Strength check to break down. The 10-foot squares in front of the doors (marked T on the {@area map|42a|x}) are trapped. When a character enters one of these squares, a floor-to-ceiling {@spell wall of stone} (created by the spell of the same name) magically appears across the opening on the south wall. At the same time, the {@creature Phantom Warrior|CoS|phantom warriors} in areas Q27 and Q28 rush through the doors (which can be freely opened from their side) and attack.","The wall of stone vanishes after 10 minutes, at which time the trap resets. Characters who cast a {@spell detect magic} spell in the hall can perceive hazy auras of evocation magic in front of the doors."]},{"type":"entries","name":"Q26. Northeast Guest Room","page":136,"id":"469","entries":["The door to this room hangs open.",{"type":"insetReadaloud","id":"46a","entries":["Two beds with torn canopies stand against opposite walls with a tattered rug lying on the floor between them. Set into the far wall is a fireplace black with soot. A soft hiss issues from the hearth."]},"When one or more characters approach within 10 feet of the fireplace, add:",{"type":"insetReadaloud","id":"46b","entries":["A small, hissing dragon made of ash and smoke erupts from the fireplace, filling the room with soot as it beats its wings."]},"The smoky dragonet has the statistics of a {@creature smoke mephit} but fights only in self-defense. If left alone, it flies out of the room at a speed of 30 feet, up the spiral staircase ({@area area Q17|455|x}), through the curtain at {@area area Q30|474|x}, over the rubble in {@area area Q33|478|x}, and into {@area area Q36|47e|x}. Once there, it lands on the back of Vladimir's throne and disappears.",{"type":"gallery","images":[{"type":"image","href":{"type":"internal","path":"adventure/CoS/079-021.jpg"},"title":"Map 7.2: Argynvostholt (Area Q) - Rooftop and Beacon","width":2400,"height":3300,"mapRegions":[{"area":"49d","points":[[655,478],[655,659],[859,659],[859,478]]},{"area":"49d","points":[[1188,459],[1188,665],[1389,665],[1389,459]]},{"area":"4a2","points":[[766,927],[766,770],[612,770],[612,927]]},{"area":"4a2","points":[[765,1142],[765,1314],[611,1314],[611,1142]]},{"area":"49a","points":[[961,909],[961,1083],[1140,1083],[1140,909]]},{"area":"49b","points":[[910,562],[910,754],[1132,754],[1132,562]]},{"area":"4a0","points":[[646,964],[646,1115],[892,1115],[892,964]]},{"area":"4a4","points":[[1275,1255],[1275,1496],[773,1496],[773,1255]]},{"area":"4a8","points":[[1497,989],[1497,1085],[1548,1136],[1636,1136],[1689,1083],[1689,989],[1639,939],[1549,939]]},{"area":"4ac","points":[[1555,931],[1555,777],[1409,777],[1409,931]]},{"area":"4ac","points":[[1562,1140],[1562,1293],[1408,1293],[1408,1140]]},{"area":"475","points":[[1195,817],[1195,932],[1345,932],[1345,817]]},{"area":"475","points":[[1345,1138],[1345,1232],[1180,1232],[1180,1138]]},{"area":"4a6","points":[[1316,971],[1316,1097],[1452,1097],[1452,971]]},{"area":"4ac","points":[[1996,923],[1996,774],[1830,774],[1830,923]]},{"area":"4ac","points":[[1987,1147],[1987,1302],[1832,1302],[1832,1147]]},{"area":"4b1","points":[[1931,482],[1931,581],[1980,630],[2072,630],[2124,578],[2124,480],[2073,429],[1983,429]]},{"area":"4aa","points":[[1930,984],[1930,1086],[1981,1137],[2072,1137],[2123,1086],[2123,987],[2070,934],[1987,934]]},{"area":"48b","points":[[985,2222],[985,2085],[1054,2085],[1054,2222]]},{"area":"474","points":[[766,2437],[766,2289],[617,2289],[617,2437]]},{"area":"474","points":[[770,2656],[770,2809],[620,2809],[620,2656]]},{"area":"476","points":[[776,2730],[776,2993],[1275,2993],[1275,2730]]},{"area":"475","points":[[1271,2659],[1271,2814],[1427,2814],[1427,2659]]},{"area":"44b","points":[[1476,2659],[1476,2818],[1653,2818],[1653,2659]]},{"area":"44b","points":[[1484,2439],[1484,2287],[1637,2287],[1637,2439]]},{"area":"475","points":[[1268,2439],[1268,2292],[1424,2292],[1424,2439]]},{"area":"496","points":[[983,2366],[983,2229],[1054,2229],[1054,2366]]},{"area":"484","points":[[975,2361],[975,2088],[844,2088],[777,2155],[777,2361]]},{"area":"48d","points":[[768,2148],[838,2078],[838,1920],[605,1920],[605,2148]]},{"area":"498","points":[[1197,2079],[1272,2154],[1432,2154],[1432,1924],[1197,1924]]},{"area":"48f","points":[[1060,2366],[1060,2084],[1193,2084],[1268,2159],[1268,2366]]},{"area":"47a","points":[[1058,2650],[1058,2515],[1123,2450],[1197,2450],[1197,2650]]},{"area":"47c","points":[[1202,2448],[1202,2651],[1342,2651],[1342,2448]]},{"area":"478","points":[[986,2374],[986,2517],[1052,2517],[1119,2450],[1119,2374]]},{"area":"47e","points":[[981,2649],[981,2446],[682,2446],[637,2491],[637,2613],[671,2649]]}],"imageType":"map","grid":{"type":"square","size":72,"offsetX":47,"offsetY":63,"distance":10},"id":"602","hrefThumbnail":{"type":"internal","path":"adventure/CoS/thumbnail/079-021.webp"}},{"type":"image","href":{"type":"internal","path":"adventure/CoS/080-cos702.jpg"},"title":"Player Version","width":2400,"height":3300,"imageType":"mapPlayer","grid":{"type":"square","size":72,"offsetX":47,"offsetY":63,"distance":10},"mapParent":{"id":"602"}}]}]},{"type":"entries","name":"Q27. Knights' Quarters","page":136,"id":"46c","entries":[{"type":"insetReadaloud","id":"46d","entries":["This room is littered with the wreckage of ancient bunk beds. Five dirt-caked windows allow precious little light to enter, and between them are four empty armor stands. Empty torch sconces line the walls."]},"Four {@creature Phantom Warrior|CoS|phantom warriors} (see {@area appendix D|79f|x}) haunt this room. They manifest only when the characters enter the room or trigger the magic trap in {@area area Q25|467|x}. They fight until destroyed."]},{"type":"entries","name":"Q28. Knights' Quarters","page":136,"id":"46f","entries":[{"type":"insetReadaloud","id":"470","entries":["Tattered and faded drapes cover the windows of this circular room, and empty torch sconces line the walls. Broken bunk beds and armor stands are strewn on the floor."]},"Three {@creature Phantom Warrior|CoS|phantom warriors} (see {@area appendix D|79f|x}) haunt this room. They manifest only when the characters enter the room or trigger the magic trap in area Q25. They fight until destroyed.",{"type":"entries","name":"Treasure","page":136,"id":"471","entries":["Buried under the wreckage is a small wooden coffer containing four {@item Potion of Invulnerability||potions of invulnerability}. A search of the room yields this lost cache."]}]},{"type":"entries","name":"Q29. Northwest Guest Room","page":136,"id":"472","entries":[{"type":"insetReadaloud","id":"473","entries":["The contents of this room are draped in cobwebs. Between curtained windows stands a black marble hearth with a sculpted mantelpiece, above which hangs a framed portrait of a handsome, well-dressed man with a wry smile and a thick mane of thistledown hair. Opposite the fireplace is a large bed with a rotting mattress and wooden posts carved to resemble dragons. Across from the double doors stands a tall wardrobe, its doors hanging open, revealing a dark and empty cavity. The only other piece of furniture is an overstuffed leather chair that faces the hearth."]},"The portrait depicts the silver dragon Argynvost in its guise as the human noble Lord Argynvost."]},{"type":"entries","name":"Q30. Curtained Staircase","page":136,"id":"474","entries":["A tattered black curtain conceals an archway leading to a spiral staircase that descends to {@area area Q17|455|x}.","At the top of the stairs is a secret door that can be pulled open to reveal {@area area Q36|47e|x} beyond."]},{"type":"entries","name":"Q31. East Staircases","page":138,"id":"475","entries":["A round-topped wooden door opens to reveal a spiral staircase with narrow windows set into its walls. The stair connects the third floor and the mansion's roof."]},{"type":"entries","name":"Q32. Ruined Bedchambers","page":138,"id":"476","entries":["These two rooms stand across from each other, separated by a ruined corridor that abruptly ends to the south of their doors.",{"type":"insetReadaloud","id":"477","entries":["Most of this chamber has collapsed. The wooden floor is strewn with rubble and falls away into a foggy abyss to the south. The roof overhead is jagged and broken."]},"The floor here is 40 feet above of the floor of the ballroom ({@area area Q4|433|x}). The roof is 20 feet overhead."]},{"type":"entries","name":"Q33. Collapsed Ceiling","page":138,"id":"478","entries":[{"type":"insetReadaloud","id":"479","entries":["The roof over this part of the mansion has collapsed, creating a twenty-foot-diameter gaping hole with broken rafters bisecting it. Dark storm clouds roll across the sky overhead. The floor is piled with rocks, broken tiles, shattered beams, and other debris. Beneath the rubble lie a sagging floor and puddles of rainwater."]},"The ceiling here is 20 feet high, and the rubble is {@quickref difficult terrain||3}.","{@creature Vladimir Horngaard|CoS} (see {@area area Q36|47e|x}) can hear visitors climbing over the rubble and can't be {@quickref Surprise|PHB|3|0|surprised} by them."]},{"type":"entries","name":"Q34. Ruined Bathroom","page":138,"id":"47a","entries":[{"type":"insetReadaloud","id":"47b","entries":["This room has a tiled floor and an iron bathtub filled with debris from the collapsed roof. A torn curtain hangs in an open doorway in the center of the east wall."]}]},{"type":"entries","name":"Q35. Upstairs Gallery","page":138,"id":"47c","entries":[{"type":"insetReadaloud","id":"47d","entries":["This room has dark wood paneling on the walls that rises to a height of three feet. Above the paneling, the walls are painted with murals of religious figures performing holy rites. In the center of the west wall is a tattered curtain hanging in an open doorway. Three tall, slender stained-glass windows set into the opposite wall depict figures in white robes with orange sunrises behind their heads."]},"From north to south, the three stained-glass windows portray Saint Andral, the Morninglord, and Saint Markovia."]},{"type":"entries","name":"Q36. Dragon's Audience Hall","page":138,"id":"47e","entries":[{"type":"insetReadaloud","id":"47f","entries":["The west wall of this fifty-foot-long, thirty-foot-wide audience hall has crumbled, leaving a gaping hole and a pile of rubble. Weapons and shields that once hung from the walls have fallen to the floor and succumbed to rust. A large, wooden throne carved to resemble a dragon with unfolding wings faces three tall windows to the west. Slumped in the throne is a gaunt, armored figure with one gauntlet wrapped around the hilt of a greatsword."]},"{@creature Vladimir Horngaard|CoS} (see {@area appendix D|7cb|x}), commander of the fallen Order of the Silver Dragon, is slumped in the throne. If the beacon of Argynvostholt (see {@area area Q53|4b1|x}) has been lit, the corpse is lifeless, and characters can plunder it freely (see \"{@area Treasure|481|x}\" below).","If the beacon has not been lit, the body is serving as a host for the revenant. If the characters approach it, it says, \"Go away.\" If they don't leave immediately, read:",{"type":"insetReadaloud","id":"480","entries":["The creature's grip on the greatsword tightens. \"If you have come to destroy me, know this: I perished defending this land from evil over four centuries ago, and because of my failure, I am forever doomed. If you destroy this body, my spirit will find a new corpse to inhabit, and I will hunt you down. You cannot free me from my damnation, nor would I wish it.\"","\"If you have come to free this land from the creature that feasts on the blood of the innocent, know this: There is no monster I hate more than {@creature Strahd von Zarovich|CoS}. He slew Argynvost, broke the life of the knight I loved, and destroyed the valiant order to which I devoted my life, but Strahd has already died once. He can't be allowed to die again. Instead, he must suffer eternally in a hell of his own creation, from which he can never escape. Whatever can be done to bring him misery and unrest, I will do, but I will destroy anyone who tries to end his torment.\""]},"Vladimir fights in self-defense. He also rises from his throne and attacks if the characters fail to heed his warning and press him for help destroying Strahd. The first time Vladimir takes damage, six {@creature Phantom Warrior|CoS|phantom warriors} (see {@area appendix D|79f|x}) materialize and join the fray, coming to his defense.","Hatred so clouds Vladimir's mind that he can't remember that Sir Godfrey ({@area area Q37|484|x}) was his beloved in life. If Sir Godfrey helps the characters and faces Vladimir, anguished recognition shines in Vladimir's eyes, yet only lighting the beacon can free him.",{"type":"entries","name":"Treasure","page":138,"id":"481","entries":["{@creature Vladimir Horngaard|CoS} wields a {@item +2 greatsword}.","Vladimir wears a platinum holy symbol of the Morninglord (worth 250 gp) around his neck, underneath his half plate armor."]},{"type":"entries","name":"Fortunes of Ravenloft","page":139,"id":"482","entries":["If your card reading reveals that a treasure is here, it's in Vladimir's possession, and he doesn't part with it willingly unless the beacon of Argynvostholt has been lit (see {@area area Q53|4b1|x})."]}]},{"type":"entries","name":"Q37. Knights of the Order","page":139,"id":"484","entries":["The leaders of the Order of the Silver Dragon used to convene here.",{"type":"insetReadaloud","id":"485","entries":["Through the dust and cobwebs, you see faded war banners adorning the walls of a spacious chamber, in the center of which stands a heavy wooden table. An iron chandelier hangs above the table, which is surrounded by six high-backed chairs with wood-carved dragons perched atop them. Slumped in five of the chairs are skeletal humans in tattered chainmail."]},"If the beacon in area Q53 has been lit, the spirits of these revenants are laid to rest, leaving behind their inanimate corpses. If the beacon has not been lit, add the following:",{"type":"insetReadaloud","id":"486","entries":["The corpses tilt their heads in your direction. One of them growls, \"Why do you the living disturb the dead?\""]},"The skeletal figures are five {@creature Revenant||revenants}. All five are lawful evil. They are awaiting orders from Vladimir ({@area area Q36|47e|x}) and fight only in self-defense. The revenants wear broken chainmail that affords as much protection as leather armor, and they wield longswords. As an action, a revenant attacks twice with its longsword, wielding the weapon with both hands and dealing 15 ({@dice 2d10 + 4}) slashing damage on a hit.","One of the revenants, {@creature Sir Godfrey Gwilym|CoS}, is a spellcaster with a challenge rating of 6 (2,300 XP) and the following additional feature:",{"type":"inset","id":"487","entries":[{"type":"entries","name":"Spellcasting","page":139,"id":"488","entries":["Sir Godfrey is a 16th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 14). Sir Godfrey has the following paladin spells prepared:","1st level (4 slots): {@spell command}, {@spell divine favor}, {@spell thunderous smite}","2nd level (3 slots): {@spell branding smite}, {@spell magic weapon}","3rd level (3 slots): {@spell blinding smite}, {@spell dispel magic}","4th level (2 slots): {@spell staggering smite}"]}]},"Characters who inspect the fireplace notice a shield-shaped patch on the wall above the mantelpiece. A magic shield once hung above the fireplace, but it was taken when Strahd's soldiers plundered the mansion. It now rests in Castle Ravenloft's treasury ({@adventure chapter 4|CoS|5}, {@area area K41|214|x}).",{"type":"entries","name":"Development","page":139,"id":"489","entries":[{"type":"image","href":{"type":"internal","path":"adventure/CoS/081-cos07-05.webp"},"title":"{@creature Sir Godfrey Gwilym|CoS}","width":757,"height":1000},"Sir Godfrey can sense that the spirit of Argynvost isn't at rest and isn't happy that the order has been reduced to such a state. If the characters petition the revenants for aid, Sir Godfrey (speaking in a scratchy voice) relates all the information presented at the start of the chapter concerning Argynvost and the rise and fall of the Order of the Silver Dragon. Neither he nor the other revenants can help the characters in any meaningful way, however, because of the oaths they have sworn to {@creature Vladimir Horngaard|CoS}."]},{"type":"entries","name":"Fortunes of Ravenloft","page":139,"id":"48a","entries":["If your card reading reveals that Sir Godfrey is Strahd's enemy and the characters persuasively ask him for help, he offers to join the fight against the vampire. Fate has unlocked his memory of the love that he and Vladimir once shared, and the power of that memory drives Godfrey to help fight Strahd and restore the order's honor.","If the beacon in {@area area Q53|4b1|x} has not been lit, Godfrey's decision incurs the wrath of the other revenants, triggering an armed conflict.","If the beacon in area Q53 has been lit, Sir Godfrey remains a revenant even after all the other revenants (including Vladimir) are laid to rest, except that his alignment changes to lawful good. Although Sir Godfrey is unaware of the tarokka card reading, he somehow senses that he must perform one final task before his spirit can rest with Vladimir's, and thus he agrees to help the characters face Strahd in Castle Ravenloft."]}]},{"type":"entries","name":"Q38. Closet","page":139,"id":"48b","entries":[{"type":"insetReadaloud","id":"48c","entries":["This dusty closet has a slender window set into the north wall. The room is otherwise empty."]}]},{"type":"entries","name":"Q39. Vladimir's Bedroom","page":140,"id":"48d","entries":[{"type":"insetReadaloud","id":"48e","entries":["Light enters this circular room through five cracked windows. The light falls on a large, dust-covered bed in the center of the room, its posts topped with wood-carved dragons. Two large animals flank the double doors. One is a brown bear standing on its hind legs, its claws outstretched. The other is a dire wolf, its face frozen in an evil snarl. Near the wolf lies an empty wooden chest."]},"This room once served as a bedchamber for Sir {@creature Vladimir Horngaard|CoS} and {@creature Sir Godfrey Gwilym|CoS}. The bear and the dire wolf are stuffed and harmless. Looters ransacked the chest long ago, leaving nothing of value."]},{"type":"entries","name":"Q40. Argynvost's Study","page":140,"id":"48f","entries":[{"type":"insetReadaloud","id":"490","entries":["This room is a haven for dust and cobwebs. Three narrow windows allow slivers of light to illuminate bare oak shelves along the walls and a torn, padded chair lying on its side near a cavernous hearth. A picture above the mantel has been slashed, its lower half hanging down below the frame like a torn piece of flesh. An iron door set in the south corner of the west wall hangs open on one hinge."]},"Strahd's soldiers forced open the iron door that once sealed Argynvost's vault ({@area area Q41|496|x}). They also took every book in this study but one. (Many of the books taken from here can be found in Strahd's study in Castle Ravenloft.)","The sole remaining volume lies on the floor behind the overturned chair. Titled {@i The Oath Celestial}, the book has been partially burned, and its cover was slashed by a sword. Leafing through the crumbling book reveals that it is a devotional text for knights from a place called the Holy Empire of Valentia. Most of the knights who joined Argynvost against Strahd came from that empire—now lost beyond the mists.",{"type":"entries","name":"Journal Page","page":140,"id":"491","entries":["As the characters cross the room, read:",{"type":"insetReadaloud","id":"492","entries":["You hear the soft flapping sound of wings, but can't discern its origin. A single piece of parchment blows off the top of a bookshelf, spirals lazily in the air, and lands gently at your feet."]},"The sheet of parchment is the last page of Argynvost's journal, the rest of which was destroyed. If the characters look at the torn page, show the players the \"{@area Journal of Argynvost|7f9|x}\" in {@adventure appendix F|CoS|23}."]},{"type":"entries","name":"Slashed Picture","page":140,"id":"493","entries":["If the characters study the whole picture above the mantelpiece, read:",{"type":"insetReadaloud","id":"494","entries":["The picture shows the mansion in better days, under clear winter skies with snow-capped mountains in the background. The top of the chapel tower glows like a silver beacon."]},"The picture radiates an aura of transmutation magic under the scrutiny of a {@spell detect magic} spell, but the aura is weak. If the characters repair the picture using a {@spell mending} cantrip, read:",{"type":"insetReadaloud","id":"495","entries":["The beacon in the picture flashes with a brilliant silver light, and the spectral form of a huge silver dragon fills the room. \"My skull lies in the fortress of my enemy,\" it says, \"displayed in a place of ill omen. Return my skull to its rightful crypt, and my spirit will shine here forever, bringing hope to this dark land.\" With that, the dragon's apparition fades away."]},"The spectral dragon isn't the spirit of Argynvost, but a spell-like effect. Once the dragon has spoken, the picture no longer glows and becomes nonmagical."]}]},{"type":"entries","name":"Q41. Dragon's Vault","page":140,"id":"496","entries":["The iron door leading to this room hangs open on a single rusty hinge. It has obviously been forced open and no longer closes properly.",{"type":"insetReadaloud","id":"497","entries":["The walls of this room are lined with lead. Emptied chests and shattered vases lie strewn upon the floor, their contents plundered."]},"This vault once held a dragon's trove but was stripped of all valuables long ago."]},{"type":"entries","name":"Q42. Argynvost's Bedroom","page":140,"id":"498","entries":[{"type":"insetReadaloud","id":"499","entries":["Rich drapes, faded by time and neglect, hide the windows of this otherwise empty room."]},"Argynvost preferred to sleep in his dragon form. Thus, there is no furniture here."]},{"type":"entries","name":"Q43. Hole in Roof","page":140,"id":"49a","entries":["This 20-foot-diameter hole in the mansion's roof is directly above {@area area Q33|478|x}, the floor of which is 20 feet below. The rubble on the roof surrounding the hole is {@quickref difficult terrain||3}. The roof is sloped and covered with cracked stone tiles. Climbing the tiled roof requires a successful DC 10 Strength ({@skill Athletics}) check. A failure by 5 or more causes the climber to slide down to the parapet, landing {@condition prone} but taking no damage."]},{"type":"entries","name":"Q44. Dragon Gargoyle","page":141,"id":"49b","entries":[{"type":"insetReadaloud","id":"49c","entries":["Perched on the rooftop overlooking the parapet is a silver-plated gargoyle shaped like a dragon wyrmling."]},"The silver dragon wyrmling statue is 10 feet above the parapet and has a {@spell magic mouth} spell cast on it. When a character passes in front of it, the spell is activated, and the wyrmling whispers the following short verse in the Common tongue:","{@i When the dragon dreams its dream}","{@i Within its rightful tomb,}","{@i The light of Argynvost will beam}","{@i And rid this land of gloom.}"]},{"type":"entries","name":"Q45. Ancient Ballista","page":141,"id":"49d","entries":[{"type":"insetReadaloud","id":"49e","entries":["An ancient ballista, rotted by time and weather, stands behind the battlements on this tower rooftop."]},"The ballista falls apart if disturbed."]},{"type":"entries","name":"Q46. Destroyed Ballista","page":141,"id":"4a0","entries":[{"type":"insetReadaloud","id":"4a1","entries":["Strewn atop the roof toward the front of the mansion is the wreckage of a ballista. Flanking the wreckage are two stone turrets with conical rooftops and narrow doors."]},"The turrets are described in area Q47."]},{"type":"entries","name":"Q47. Roof Turrets","page":141,"id":"4a2","entries":[{"type":"insetReadaloud","id":"4a3","entries":["Cobwebs hang from the rafters of this turret, which is empty except for a wooden bench and an iron stove. Arrow slits look down upon the foggy grounds in front of the mansion."]},"The knights who once guarded the rooftop used these turrets for warmth and shelter on rainy days and cold nights."]},{"type":"entries","name":"Q48. Roof's Edge","page":141,"id":"4a4","entries":[{"type":"insetReadaloud","id":"4a5","entries":["Beyond a ragged edge of stone is a sixty-foot plunge to the rubble-strewn ground below. A few rafters stick out from beneath the stone."]},"The edge of the roof is sturdy enough to walk on, and not in danger of further collapse. It's 20 feet down to {@area area Q32|476|x}, 40 feet down to {@area area Q19|45a|x}, and 60 feet down to {@area area Q4|433|x}."]},{"type":"entries","name":"Q49. Beacon Tower Door","page":141,"id":"4a6","entries":[{"type":"insetReadaloud","id":"4a7","entries":["The parapet narrows to a width of ten feet, ending before a sturdy wooden door set into the wall of the eastern tower."]},"This door is barred from the inside. The phantom warriors in the tower's turrets ({@area area Q52|4ac|x}) make ranged attacks against characters who try to force their way into the tower. These spectral defenders have three-quarters cover behind the arrow slits."]},{"type":"entries","name":"Q50. Beacon, Lower Landing","page":141,"id":"4a8","entries":[{"type":"insetReadaloud","id":"4a9","entries":["A rickety wooden landing and a staircase cling to the walls of this tower. The stairs lead up to another landing twenty feet above, and the floor of the chapel lies sixty feet below."]},"The landing and the stairs creak and shudder underfoot, but they are safe."]},{"type":"entries","name":"Q51. Beacon, Upper Landing","page":141,"id":"4aa","entries":[{"type":"insetReadaloud","id":"4ab","entries":["Creaky stairs climb to a wooden landing with three windows that look out over the roof of the mansion. Flanking the windows are two narrow wooden doors."]},"The landing creaks and groans underfoot, much like in area Q50, but here things aren't so safe. The 10-foot-long section marked T on the {@area map|42a|x} is particularly weak, collapsing under 50 or more pounds of weight. A creature on this section of the landing when it collapses must succeed on a DC 15 Dexterity saving throw or fall 20 feet to the landing below ({@area area Q50|4a8|x}). The collapse of this section creates a 10-foot gap in the landing.","The doors lead to the rooftops of the turrets (area Q52)."]},{"type":"entries","name":"Q52. Beacon Turrets","page":141,"id":"4ac","entries":[{"type":"insetReadaloud","id":"4ad","entries":["A stone battlement encloses the roof of this turret. A spiral staircase descends to the level below."]},"These turret rooftops are 80 feet above ground level. The spiral stairs descend 20 feet to archers' posts—small rooms lined with arrow slits. Standing guard in each of these rooms is a {@creature phantom warrior|CoS} (see {@area appendix D|79f|x}) with a spectral longbow that shoots arrows of force energy. The two phantom warriors gain the following action options:",{"type":"inset","id":"4ae","entries":[{"type":"entries","name":"Multiattack","page":142,"id":"4af","entries":["The phantom warrior makes two attacks with its spectral longsword or spectral longbow."]},{"type":"entries","name":"Spectral Longbow","page":142,"id":"4b0","entries":["{@atk rw} +2 to hit, range 150/600 ft., one target. Hit: 4 ({@dice 1d8}) force damage."]}]}]},{"type":"entries","name":"Q53. Beacon of Argynvostholt","page":142,"id":"4b1","entries":[{"type":"insetReadaloud","id":"4b2","entries":["Wooden stairs climb to the tower's peak, which has a stone floor and a thirty-foot-high pitched roof. Ravens roost on crisscrossing rafters, coming and going through small holes in the roof. Ten-foot-high, five-foot-wide arched windows are evenly spaced around the walls. Each window consists of a lead latticework fitted with small panes of transparent glass."]},"The {@creature Raven||ravens} that roost here are harmless, but they watch the characters with great interest. If the characters look out the windows, you can use the following text to describe what they see in the distance.",{"type":"insetReadaloud","id":"4b3","entries":["To the north and east lies a mist-shrouded valley with dark woods, a small town, and a lonely windmill on a precipice. To the south, a river flows through a foggy marsh. To the west, between rocky hills, you glimpse an abbey perched on a snowy mountainside beyond a long stretch of fog-smothered pines."]},"The small town is Vallaki ({@adventure chapter 5|CoS|6}). The windmill is Old Bonegrinder ({@adventure chapter 6|CoS|7}). The abbey is the Abbey of Saint Markovia in Krezk ({@adventure chapter 8|CoS|9}).",{"type":"entries","name":"Lighting the Beacon","page":142,"id":"4b4","entries":["When the skull of Argynvost is placed in the dragon's mausoleum ({@area area Q16|450|x}), the dragon's spirit transforms into a brilliant light that fills this room and flashes across the valley like the beacon of a lighthouse. Even if the tower is cast down, the light of Argynvost remains where it is, flashing in the sky. Although the mountains prevent the beacon's light from reaching Castle Ravenloft directly, Strahd can see the light's glow in the sky to the west.","The beacon can be seen in Vallaki ({@adventure chapter 5|CoS|6}), Krezk ({@adventure chapter 8|CoS|9}), and Berez ({@adventure chapter 10|CoS|11}), as well as from Old Bonegrinder ({@adventure chapter 6|CoS|7}), Van Richten's Tower ({@adventure chapter 11|CoS|12}), and the werewolf den ({@adventure chapter 15|CoS|16}).","The beacon's light can be \"felt\" even by creatures that are blind. The light allows good-aligned creatures to experience glimmers of hope and joy, while evil creatures find the light disconcerting.",{"type":"entries","name":"Beacon of Protection","page":142,"id":"4b5","entries":["While the beacon shines, characters and other creatures that oppose Strahd gain a +1 bonus to AC and saving throws for as long as they remain in Barovia."]},{"type":"entries","name":"Revenants at Rest","page":142,"id":"4b6","entries":["{@creature Vladimir Horngaard|CoS} and the other revenants that haunt Barovia see the light as a reminder of all that was once good and noble about the knightly order to which they once belonged. They let go of their hatred and their corporeal bodies, leaving corpses behind as their spirits find rest at long last. Henceforth, any random encounter with a revenant should be treated as no encounter."]}]},{"type":"entries","name":"Fortunes of Ravenloft","page":142,"id":"4b7","entries":["If your card reading reveals that a treasure is here, it's resting on the west windowsill."]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":-1}" href="https://5e.tools/adventure.html#cos,8,areas%20of%20argynvostholt,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">mapa</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
é particularmente fraca, desmoronando sob 50 quilos ou mais de peso.
Uma criatura nesta seção do patamar, quando cair, deve ser bem sucedida
em um teste de resistência de Destreza CD 15 ou cairá 6 metros no
patamar abaixo ( </span></span><a data-vet-entry="{"type":"entries","name":"Q50. Beacon, Lower Landing","page":141,"id":"4a8","entries":[{"type":"insetReadaloud","id":"4a9","entries":["A rickety wooden landing and a staircase cling to the walls of this tower. The stairs lead up to another landing twenty feet above, and the floor of the chapel lies sixty feet below."]},"The landing and the stairs creak and shudder underfoot, but they are safe."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,8,q50.%20beacon%2c%20lower%20landing,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área Q50</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ). O colapso desta seção cria uma lacuna de 3 metros no patamar.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">As portas levam aos telhados das torres (área Q52).</span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="73" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q52. Torretas de farol</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p141</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma ameia de pedra envolve o telhado desta torre. Uma escada em espiral desce até o nível abaixo.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Esses
telhados de torre estão a 25 metros acima do nível do solo. As escadas
em espiral descem 6 metros até os postes dos arqueiros – pequenas salas
ladeadas por seteiras. De guarda em cada uma dessas salas está um </span></span><span style="font-size: medium;"><a data-vet-hash="phantom%20warrior_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#phantom%20warrior_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">guerreiro fantasma</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (veja o </span></span><a data-vet-entry="{"type":"entries","name":"Phantom Warrior","page":235,"id":"79f","entries":["A {@creature phantom warrior|CoS} is the spectral remnant of a willful soldier or knight who perished on the battlefield or died performing its sworn duty. It appears like a translucent version of its living self.",{"type":"entries","id":"7a0","entries":[{"type":"entries","name":"Task Driven","page":235,"id":"7a1","entries":["Although one is often mistaken for a ghost, a phantom warrior isn't bound by a yearning to complete some unresolved goal. It can choose to end its undead existence at any time. Its spirit lingers willingly, either out of loyalty to its former master or because it believes it must perform a task to satisfy its honor or sense of duty. For example, a guard who dies defending a wall might return as a phantom warrior and continue guarding the wall, then disappear forever once a new guard assumes its post or the wall is destroyed. The period between the time it died and the time it rises as a phantom warrior is usually 24 hours."]},{"type":"entries","name":"Faded Memories","page":235,"id":"7a2","entries":["A phantom warrior retains the alignment and personality it had before it died, and it remembers how it died. Memories of its life from shortly before it died are hazy, and older memories are forgotten. A phantom warrior can usually remember the last {@dice 1d10 + 10} days of its life; everything that happened before that is an impenetrable fog."]},{"type":"entries","name":"Forceful Presence","page":235,"id":"7a3","entries":["Although they are incorporeal, phantom warriors can harness the energy around them to deflect incoming attacks and strike with great force. An invisible sheath of energy surrounds a phantom warrior's ghostly armor, shields, and weapons, which become as hard as steel yet don't impede the warrior's ability to move through walls and other solid objects."]},{"type":"entries","name":"Undead Nature","page":235,"id":"7a4","entries":["A phantom warrior doesn't require air, food, drink, or sleep.",{"type":"image","href":{"type":"internal","path":"adventure/CoS/149-636623996440271782.webp"},"title":"{@creature Phantom Warrior|CoS}","width":300,"height":375}]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,21,phantom%20warrior,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">apêndice D</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
) com um arco longo espectral que atira flechas de energia de força. Os
dois guerreiros fantasmas ganham as seguintes opções de ação:</span></span></span></p><div class="rd__b-special rd__b-inset" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b rd__b--1" style="text-align: justify;"><div class="rd__b-special rd__b-inset"><div class="rd__b rd__b--3"><span style="font-size: medium;"><span class="rd__h rd__h--3" data-title-index="74" data-title-relative-index="0"> <span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Multiataque.</span></span></span></span></span> <p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O guerreiro fantasma faz dois ataques com sua espada longa espectral ou arco longo espectral.</span></span></p></div><div class="rd__b rd__b--3"><span style="font-size: medium;"><span class="rd__h rd__h--3" data-title-index="75" data-title-relative-index="0"> <span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Arco Longo Espectral.</span></span></span></span></span> <p><span style="font-size: medium;"><i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Ataque com arma de longo alcance:</span></span></i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> +2 para acertar, alcance 150/600 pés, um alvo. Acerto: 4 ( </span></span><span class="roller render-roller" data-packed-dice="{"type":"dice","rollable":true,"toRoll":"1d8","displayText":"1d8"}" title="Clique para rolar. SHIFT/CTRL para rolar duas vezes."><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">1d8</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) de dano de força.</span></span></span></p></div></div></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="76" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Q53. Farol de Argynvostholt</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p142</span></span></span></span></span></h2></div><div style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Escadas
de madeira sobem até o topo da torre, que tem piso de pedra e telhado
inclinado de nove metros de altura. Os corvos empoleiram-se em vigas
cruzadas, entrando e saindo por pequenos buracos no telhado. Janelas em
arco de três metros de altura e um metro e meio de largura estão
uniformemente espaçadas nas paredes. Cada janela consiste em uma treliça
de chumbo equipada com pequenas vidraças de vidro transparente.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Os </span></span><span style="font-size: medium;"><a data-vet-hash="raven_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#raven_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">corvos</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
que empoleiram aqui são inofensivos, mas observam os personagens com
grande interesse. Se os personagens olharem pelas janelas, você pode
usar o texto a seguir para descrever o que eles veem à distância.</span></span></span></p><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><span style="font-size: medium;"><span class="rd__h rd__h--2-inset rd__h--2-inset-no-name"><span class="ve-flex-vh-center"></span></span></span></div><div class="rd__b-special rd__b-inset rd__b-inset--readaloud" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Ao
norte e ao leste fica um vale envolto em névoa com florestas escuras,
uma pequena cidade e um moinho de vento solitário em um precipício. Ao
sul, um rio corre através de um pântano nebuloso. A oeste, entre colinas
rochosas, você avista uma abadia situada na encosta de uma montanha
nevada, além de uma longa extensão de pinheiros sufocados pela neblina.</span></span></p></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A pequena cidade é Vallaki ( </span></span><span style="font-size: medium;"><a href="https://5e.tools/adventure.html#CoS,6"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 5</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ). O moinho de vento é o Old Bonegrinder ( </span></span><a href="https://5e.tools/adventure.html#CoS,7"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 6</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ). A abadia é a Abadia de Santa Marcovia em Krezk ( </span></span><a href="https://5e.tools/adventure.html#CoS,9"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 8</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="77" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Iluminando o farol</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p142</span></span></span></span></span></h3></div><div class="rd__b rd__b--2" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Quando o crânio de Argynvost é colocado no mausoléu do dragão ( </span></span><span style="font-size: medium;"><a data-vet-entry="{"type":"entries","name":"Q16. Dragon's Mausoleum","page":134,"id":"450","entries":[{"type":"insetReadaloud","id":"451","entries":["Tarnished, silver-plated gargoyles shaped like dragon wyrmlings cling to the stone-tiled roof of this mausoleum. An eight-foot-tall, four-foot-wide white marble door set into the southwest wall is engraved with a name: Argynvost."]},"The dragon-shaped gargoyles are harmless statuary. The stone door can be pulled open with a successful DC 15 Strength check.",{"type":"insetReadaloud","id":"452","entries":["The interior of the mausoleum is dark and dusty. You see four empty alcoves with raised floors. Etched into the far wall is a verse written in Draconic."]},"Characters who can read the Draconic script can decipher the writing on the wall:",{"type":"inset","id":"453","entries":["{@i Here lie the bones and treasures of}","{@i Argynvost, lord of Argynvostholt and}","{@i founder of the Order of the Silver Dragon}."]},{"type":"entries","name":"Development","page":135,"id":"454","entries":["If the skull of Argynvost is brought from Castle Ravenloft (see {@adventure chapter 4|CoS|5}, {@area area K67|261|x}) and sealed inside the mausoleum, the dragon's spirit transforms into a brilliant light at the top of the tower (see {@area area Q53|4b1|x})."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,8,q16.%20dragon's%20mausoleum,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área Q16</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
), o espírito do dragão se transforma em uma luz brilhante que preenche
esta sala e brilha através do vale como o farol de um farol. Mesmo que a
torre seja derrubada, a luz de Argynvost permanece onde está, brilhando
no céu. Embora as montanhas impeçam que a luz do farol chegue
diretamente ao Castelo Ravenloft, Strahd pode ver o brilho da luz no céu
a oeste.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O farol pode ser visto em Vallaki ( </span></span><span style="font-size: medium;"><a href="https://5e.tools/adventure.html#CoS,6"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 5</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ), Krezk ( </span></span><a href="https://5e.tools/adventure.html#CoS,9"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 8</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) e Berez ( </span></span><a href="https://5e.tools/adventure.html#CoS,11"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 10</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ), bem como em Old Bonegrinder ( </span></span><a href="https://5e.tools/adventure.html#CoS,7"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 6</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ), Torre de Van Richten ( </span></span><a href="https://5e.tools/adventure.html#CoS,12"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 11</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) e na toca do lobisomem ( </span></span><a href="https://5e.tools/adventure.html#CoS,16"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 6). </span><span style="vertical-align: inherit;">15</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ).</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">A
luz do farol pode ser “sentida” até mesmo por criaturas cegas. A luz
permite que criaturas de tendência boa experimentem lampejos de
esperança e alegria, enquanto criaturas malignas acham a luz
desconcertante.</span></span></p><div class="rd__b rd__b--3"><span style="font-size: medium;"><span class="rd__h rd__h--3" data-title-index="78" data-title-relative-index="0"> <span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Farol de Proteção.</span></span></span></span></span> <p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Enquanto
o farol brilha, personagens e outras criaturas que se opõem a Strahd
ganham um bônus de +1 na CA e nos testes de resistência enquanto
permanecerem na Baróvia.</span></span></p></div><div class="rd__b rd__b--3"><span style="font-size: medium;"><span class="rd__h rd__h--3" data-title-index="79" data-title-relative-index="0"> <span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Revenants em repouso.</span></span></span></span></span> <p><span style="font-size: medium;"><a data-vet-hash="vladimir%20horngaard_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#vladimir%20horngaard_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Vladimir Horngaard</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
e os outros revenants que assombram a Baróvia veem a luz como um
lembrete de tudo o que já foi bom e nobre na ordem de cavaleiros à qual
pertenceram. Eles abandonaram seu ódio e seus corpos corpóreos, deixando
cadáveres para trás enquanto seus espíritos finalmente encontravam
descanso. Doravante, qualquer encontro aleatório com um revenant deverá
ser tratado como nenhum encontro.</span></span></span></p></div></div><div class="rd__b rd__b--2" style="text-align: justify;"><h3 class="rd__h rd__h--2" data-title-index="80" data-title-relative-index="2"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Fortunas de Ravenloft</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p142</span></span></span></span></span></h3></div><div class="rd__b rd__b--0" style="text-align: justify;"><div class="rd__b rd__b--1"><div class="rd__b rd__b--2"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Se a leitura da sua carta revelar que um tesouro está aqui, ele está no parapeito da janela oeste.</span></span></p></div></div></div><hr class="rd__hr rd__hr--section" style="margin-left: 0px; margin-right: 0px; text-align: left;" /><div class="rd__b rd__b--0" style="text-align: justify;"><h1 class="rd__h rd__h--0" data-title-index="81" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Eventos especiais</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p142</span></span></span></span></span></h1></div><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Você pode usar um ou ambos os eventos a seguir enquanto os personagens exploram Argynvostholt.</span></span></p><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="82" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Entrega especial</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p142</span></span></span></span></span></h2></div><div class="rd__b rd__b--1" style="text-align: justify;"><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Este encontro ocorre enquanto os personagens estão dentro de Argynvostholt. Aqueles que têm um valor de Sabedoria passiva ( </span></span><span style="font-size: medium;"><span class="help help--hover" data-vet-hash="perception_phb" data-vet-is-faux-page="true" data-vet-page="skill" data-vet-source="PHB"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Percepção</span></span></span><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) de 11 ou mais ouvem o barulho dos cascos dos cavalos e o barulho das rodas da carroça no cascalho.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Uma carroça puxada por um </span></span><span style="font-size: medium;"><a data-vet-hash="draft%20horse_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#draft%20horse_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">cavalo de tração</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> e conduzida por um Vistana louco chamado Kolya ( </span></span><a data-vet-hash="vistana%20bandit_cos" data-vet-page="bestiary.html" data-vet-source="cos" href="https://5e.tools/bestiary.html#vistana%20bandit_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">bandido</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> humano masculino CN ) para em frente à mansão. Depois de fazer suas necessidades na estátua de Argynvost ( </span></span><a data-vet-entry="{"type":"entries","name":"Q1. Dragon Statue","page":130,"id":"42b","entries":[{"type":"insetReadaloud","id":"42c","entries":["Perched atop a ten-foot-wide, ten-foot-high cube of granite is a moss-covered statue of a dragon, its wings tucked close to its body. The statue looks east, toward the mansion."]},"The fog makes it hard to see the dragon's features from a distance, but close inspection reveals that it's a silver dragon of noble bearing, its spiny frill cracked and broken in many places. The statue is 10 feet tall but looks much more imposing perched on the granite block.","If scrutinized with a {@spell detect magic} spell, the statue radiates an aura of evocation magic. The dragon statue used to breathe a cone of cold as part of a magic trap, but the trap no longer works (see area Q2)."]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,8,q1.%20dragon%20statue,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área Q1</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ), Kolya solta o cavalo e cavalga de volta para o acampamento Vistani nos arredores de Vallaki ( </span></span><a href="https://5e.tools/adventure.html#CoS,6"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 5</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><a data-vet-entry="{"type":"entries","name":"N9. Vistani Camp","page":119,"id":"3e8","entries":["Several footpaths and horse trails lead to this location in the woods southwest of Vallaki.",{"type":"insetReadaloud","id":"3e9","entries":["The woods part to reveal an expansive clearing: a small, grass-covered hill with low houses built into its sides. Fog obscures the details, but you can see that these buildings feature elegantly carved woodwork and have decorative lanterns hanging from their sculpted eaves. Atop the hill, above the fog, is a ring of barrel-topped wagons that surround a large tent with a column of smoke pouring out through a hole in the top. The tent is brightly lit from within. Even at this distance, you can smell the odors of wine and horses that emanate from this central area."]},"This natural clearing serves as a permanent campsite for the Vistani and their dusk elf allies.",{"type":"gallery","images":[{"type":"image","href":{"type":"internal","path":"adventure/CoS/066-018.jpg"},"title":"Map 5.6: Vistani Camp (Area N9)","width":2400,"height":3300,"mapRegions":[{"area":"3f1","points":[[234,1252],[234,1491],[588,1491],[588,1252]]},{"area":"3f1","points":[[446,572],[446,936],[884,936],[884,572]]},{"area":"3f1","points":[[345,1711],[345,2123],[756,2123],[756,1711]]},{"area":"3ed","points":[[1118,2016],[1118,2379],[1340,2379],[1340,2016]]},{"area":"3f1","points":[[1700,1727],[1700,2118],[2086,2118],[2086,1727]]},{"area":"3f1","points":[[1859,1245],[1859,1483],[2259,1483],[2259,1245]]},{"area":"3f1","points":[[1570,577],[1570,946],[1982,946],[1982,577]]},{"area":"3f3","points":[[1132,1278],[1231,1232],[1327,1277],[1368,1371],[1328,1476],[1230,1507],[1129,1475],[1092,1364]]},{"area":"402","points":[[1158,982],[1158,1101],[1305,1101],[1305,982]]},{"area":"3fc","points":[[1160,1645],[1160,1793],[1310,1793],[1310,1645]]},{"area":"400","points":[[841,1286],[841,1436],[958,1436],[958,1286]]},{"area":"3f9","points":[[1498,1287],[1498,1448],[1624,1448],[1624,1287]]},{"area":"3fe","points":[[1033,1161],[1150,1093],[1108,994],[976,1062]]},{"area":"3fc","points":[[1308,1090],[1384,1006],[1489,1104],[1408,1176]]},{"area":"400","points":[[1420,1178],[1501,1117],[1596,1239],[1496,1277]]},{"area":"3fc","points":[[955,1301],[849,1246],[938,1113],[1032,1171]]},{"area":"3f6","points":[[865,1505],[960,1452],[1036,1569],[931,1628]]},{"area":"400","points":[[971,1685],[1032,1587],[1153,1660],[1095,1755]]},{"area":"3fe","points":[[1315,1652],[1410,1758],[1517,1655],[1427,1562]]},{"area":"3fe","points":[[1440,1563],[1561,1625],[1621,1491],[1495,1451]]},{"area":"3f7","points":[[1162,1250],[1110,1281],[1078,1367],[1114,1480],[1223,1522],[1339,1489],[1376,1384],[1432,1397],[1477,1462],[1424,1555],[1311,1630],[1156,1636],[1048,1580],[967,1442],[969,1289],[1036,1175],[1135,1177]]}],"imageType":"map","grid":{"type":"square","size":69,"offsetX":-11,"offsetY":-7,"distance":10},"id":"5ba","hrefThumbnail":{"type":"internal","path":"adventure/CoS/thumbnail/066-018.webp"}},{"type":"image","href":{"type":"internal","path":"adventure/CoS/067-cos505.jpg"},"title":"Player Version","width":2400,"height":3300,"imageType":"mapPlayer","grid":{"type":"square","size":69,"offsetX":-11,"offsetY":-7,"distance":10},"mapParent":{"id":"5ba"}}]},{"type":"entries","name":"Roleplaying the Vistani and the Elves","page":119,"id":"3ea","entries":["Use the following information to roleplay the Vistani and the dusk elves that occupy the camp.",{"type":"entries","name":"Vistani","page":119,"id":"3eb","entries":["The Vistani in this camp all serve Strahd. The elders have died, leaving a pair of brothers named {@creature Luvash|CoS} and {@creature Arrigal|CoS} in charge. Both men are evil and willing to do whatever Strahd demands of them.","These Vistani have two problems. First, {@creature Luvash|CoS}'s seven-year-old daughter, {@creature Arabelle|CoS}, recently disappeared from the camp. Consequently, half of the Vistani are out searching for her when the characters arrive. Second, the Vistani have exhausted their supply of wine and are eager to obtain more. Characters who help them with either problem earn the Vistani's respect."]},{"type":"entries","name":"Dusk Elves","page":119,"id":"3ec","entries":["The dusk elf race is all but forgotten, and the few survivors live in secret places such as this. They have dark skin and hair, but otherwise they are similar to {@race Elf (Wood)||wood elves} (as described in the {@book Player's Handbook|PHB}). One of Strahd's old brides, {@creature Patrina Velikovna|CoS}, used to live here. Her brother, {@creature Kasimir Velikov|CoS}, still does.","The dusk elves reside in small homes built into the hillside and are mostly self-sufficient. They are skilled trackers, and many of them are away from camp when the characters arrive, helping the Vistani search for {@creature Arabelle|CoS}. Strahd has tasked the Vistani with keeping an eye on the dusk elves, and the dusk elves know they aren't safe in Barovia without the Vistani's \"protection.\" Strahd has also forbidden the Vistani from helping the dusk elves escape his domain.","There are no women or children among the dusk elves. Strahd had all the female dusk elves put to death around four centuries ago as a punishment for Patrina's murder. Thus, the remaining elves can't procreate. A broken people, they are aware of the vampire's absolute hold over the land of Barovia. They keep a low profile and have no desire to incur Strahd's wrath again.",{"type":"gallery","images":[{"type":"image","href":{"type":"internal","path":"adventure/CoS/068-cos05-18.webp"},"title":"{@creature Luvash|CoS}","width":849,"height":1000},{"type":"image","href":{"type":"internal","path":"adventure/CoS/069-cos05-17.webp"},"title":"{@creature Arrigal|CoS}","width":813,"height":1000}]}]}]},{"type":"entries","name":"N9a. Kasimir's Hovel","page":121,"id":"3ed","entries":["If the characters approach the house at the base of the hill on the eastern perimeter of the camp, read the following text:",{"type":"insetReadaloud","id":"3ee","entries":["Standing quietly in front of this house, bathed in the warm light of its lanterns, are three sullen, gray-cloaked figures, their angular features and black, flowing hair half-hidden under their cowls."]},"The cloaked figures are three {@creature Guard||guards} (N male dusk elves). If the characters seem friendly and are looking for someone to talk to, the guards direct them inside to Kasimir or point them toward the Vistani camp on the hilltop.","{@creature Kasimir Velikov|CoS} (see {@area appendix D|786|x}) is the leader of the dusk elves. His hovel has a decorated vestibule and a comfortable room beyond with a fireplace. Wooden statuettes of elven deities stand in cubbyholes along one wall. A tapestry of a forest hangs on the opposite wall.","Kasimir confesses that he is burdened by dreams sent to him by his dead sister, {@creature Patrina Velikovna|CoS}, whose spirit has languished in the catacombs below Castle Ravenloft for centuries. Kasimir believes that Patrina has repented for her many sins, and he yearns not only to free her but also to restore her to life.","If the characters seem intent on destroying Strahd, Kasimir tells them about the Amber Temple. Without divulging too much of the dreams sent to him by Patrina, Kasimir informs the characters that the secret to breaking Strahd's pact and freeing Barovia from its curse might be hidden there. Kasimir doesn't know whether this claim is true or not, but he states it as a way of persuading the characters to accompany him to the temple; his main objective, he says, is to find something there that he can use to bring Patrina back from the dead.",{"type":"entries","name":"Treasure","page":121,"id":"3ef","entries":["Kasimir wears a {@item ring of warmth} and has a leather-bound spellbook containing all the spells he has prepared (see {@area appendix D|786|x}) plus the following spells: {@spell arcane lock}, {@spell comprehend languages}, {@spell hold person}, {@spell identify}, {@spell locate object}, {@spell nondetection}, {@spell polymorph}, {@spell protection from evil and good}, and {@spell wall of stone}."]}]},{"type":"entries","name":"Fortunes of Ravenloft","page":121,"id":"3f0","entries":["If your card reading reveals that a treasure is here, it is in Kasimir's possession. He relinquishes it if the characters promise to accompany him to the Amber Temple and help him find a way to bring his sister Patrina back from the dead."]},{"type":"entries","name":"N9b. Dusk Elf Hovels","page":121,"id":"3f1","entries":["Six simple houses ring the base of the hill, three protruding from the north side and three from the south side.",{"type":"insetReadaloud","id":"3f2","entries":["A grim, gray-cloaked figure stands in front of the door to this house."]},"The cloaked figure is a {@creature guard} (N male dusk elf). If the characters appear friendly and are looking for someone to talk to, the guard directs them to Kasimir's hovel ({@area area N9a|3ed|x}). Under no circumstances does the guard willingly allow strangers to enter the house he protects.","Each hovel is configured similarly to Kasimir's hovel. All are currently unoccupied. (Except for the nine guards left behind to watch the homes, the dusk elves are out searching for {@creature Arabelle|CoS}.)"]},{"type":"entries","name":"N9c. Vistani Tent","page":121,"id":"3f3","entries":[{"type":"insetReadaloud","id":"3f4","entries":["Piled outside the wagon are several empty casks of wine. From inside the tent comes the crack of a whip followed by the howls of a young man. Three sputtering campfires fill the tent with smoke, and through the haze you see six Vistani passed out in various places on the dead grass. A barely conscious and shirtless teenager hugs the central tent pole, his wrists bound with rope and his back streaked with blood. An older, larger man in studded leather armor lashes the young man with a horsewhip, causing him to scream again. Standing in the bigger man's shadow is a third man also clad in studded leather. \"Easy, brother,\" he says to the whip-wielding brute. \"I think Alexei has learned his lesson.\""]},"The two men in studded leather armor are the leaders of the Vistani camp—the brothers {@creature Luvash|CoS} (CE male human {@creature vistana bandit captain|cos|bandit captain}) and {@creature Arrigal|CoS} (NE male human {@creature assassin}). If you used the \"{@area Plea for Help|081|x}\" adventure hook, the characters have already met {@creature Arrigal|CoS}. {@creature Luvash|CoS} is the older of the two and the brother whom the other Vistani fear most. Each brother carries a key that unlocks one of the padlocks of the treasure wagon ({@area area N9i|402|x}).","{@creature Luvash|CoS} is punishing a Vistana named Alexei (CN male human {@creature vistana bandit|cos|bandit} with 3 hit points remaining) for failing to keep a watchful eye on his daughter. The characters' arrival distracts {@creature Luvash|CoS}, and he forgets about Alexei long enough to play the role of host—until such time as the characters become tiresome or threatening. Alexei blames himself for not watching the little brat more closely and has accepted his punishment. If the characters try to rescue him, he screams at them to stop, not wanting to appear weak in front of {@creature Luvash|CoS} and {@creature Arrigal|CoS}.","In addition to {@creature Luvash|CoS}, {@creature Arrigal|CoS}, and Alexei, there are six intoxicated Vistani (CN male and female human {@creature vistana bandit|cos|bandits}) lying {@condition unconscious} in the tent. A drunk Vistana awakens only if the Vistana takes 5 damage or more and has at least 1 hit point remaining afterward.",{"type":"entries","name":"Dealing with Luvash","page":122,"id":"3f5","entries":["{@creature Luvash|CoS} is unhappy because his seven-year-old daughter, {@creature Arabelle|CoS}, has vanished. She's been gone for a little more than a day. Because everyone in the camp was drunk and {@creature Arrigal|CoS} was away, no one remembers seeing or hearing anything strange. {@creature Luvash|CoS} is determined to find her, no matter what the cost, and most of his camp is out scouring the woods when the characters arrive. (Missing from the camp are twelve {@creature vistana bandit|cos|bandits}. Each hour that passes, {@dice 1d4} of them return to camp with no news on {@creature Arabelle|CoS}'s whereabouts.)","If an alarm is sounded, nine Vistani {@creature vistana bandit|cos|bandits} (NE male and female humans) emerge from three of the surrounding wagons ({@area area N9g|3fe|x}) and arrive at the tent with weapons drawn in 2 rounds.","{@creature Luvash|CoS} won't meddle in the characters' affairs without Strahd's consent, and he is quite content to let the vampire deal with them. For a hefty price, he offers to sell the characters potions that allow safe passage through the deadly fog that surrounds the valley; he keeps them in the treasure wagon ({@area area N9i|402|x}). The potions don't work, of course.","If the characters rescue {@creature Arabelle|CoS} from Lake Zarovich ({@adventure chapter 2|CoS|3}, {@area area L|121|x}) and see her safely returned to camp, {@creature Luvash|CoS} is overjoyed and offers to repay the favor. He doesn't sell them the fake potions. (\"Um, they aren't as potent as they could be.\") Instead, he lets them choose a treasure from the Vistani treasure wagon ({@area area N9i|402|x}).","If the characters ask something of the Vistani but have not earned {@creature Luvash|CoS}'s goodwill, he agrees to do business with them if they accomplish one of two tasks: either find his missing daughter or procure six barrels of wine and bring them to the camp. {@creature Luvash|CoS} suggests they can get the wine in Vallaki, or go straight to the source—the Wizard of Wines winery. He isn't picky when it comes to the quality of the wine."]},{"type":"entries","name":"Dealing with Arrigal","page":122,"id":"3f6","entries":["{@creature Arrigal|CoS} is a much more dangerous creature than his brute of a brother. If the characters have something in their possession that is either useful or harmful to Strahd and {@creature Arrigal|CoS} becomes aware of it, he tries to deprive the characters of this item, stalking them if necessary and going as far as to kill one or more of them if he thinks he can escape with the item in his possession. If he succeeds, he takes one of the riding horses ({@area area N9d|3f7|x}) and delivers the item to Strahd at Castle Ravenloft."]}]},{"type":"entries","name":"N9d. Horses","page":122,"id":"3f7","entries":[{"type":"insetReadaloud","id":"3f8","entries":["The hilltop is covered with steaming piles of horse dung. More than two dozen horses are tethered to stone blocks inside the circle of wagons but outside the tent. Most of the animals are draft horses, but a few of them are riding horses equipped with saddles."]},"Twenty-four {@creature Draft Horse||draft horses} and six {@creature Riding Horse||riding horses} are tethered here."]},{"type":"entries","name":"N9e. Luvash's Wagon","page":122,"id":"3f9","entries":[{"type":"insetReadaloud","id":"3fa","entries":["This barrel-topped wagon is nicer that the others. Drapes of golden silk hang in the windows, and the wheels have gold, sun-shaped hubcaps. An iron chimney pipe protrudes from the roof."]},"{@creature Luvash|CoS}'s wagon is a mess inside. Empty wineskins, dirty clothes, and mangy furs are strewn about. A small hammock strung across the width of the wagon under the driver's seat serves as {@creature Arabelle|CoS}'s bed. A burlap doll with button eyes lies in the hammock; {@creature Arabelle|CoS} has no other possessions.","A small iron stove in the middle of the wagon keeps the interior warm.",{"type":"entries","name":"Treasure","page":122,"id":"3fb","entries":["The wagon's \"golden sun\" hubcaps are worth 125 gp apiece (500 gp total)."]}]},{"type":"entries","name":"N9f. Wagon of Sleeping Vistani","page":122,"id":"3fc","entries":["There are four of these wagons at the camp.",{"type":"insetReadaloud","id":"3fd","entries":["You hear heavy snores from within this barrel-topped wagon."]},"Each of these wagons contains {@dice 1d4} sleeping Vistani (CN male and female human {@creature vistana bandit|cos|bandits}). These Vistani wake up if their wagon is shaken or if they take damage and have at least 1 hit point remaining."]},{"type":"entries","name":"N9g. Wagon of Gambling Vistani","page":122,"id":"3fe","entries":["There are three of these wagons at the camp.",{"type":"insetReadaloud","id":"3ff","entries":["Loud voices and laughter spill from this barrel-topped wagon."]},"Each of these wagons contains three Vistani (CN male and female human {@creature vistana bandit|cos|bandits}). The Vistani are playing a dice game for favors, since they have no money. They respond to sounds of alarm by drawing their weapons and heading to the tent ({@area area N9c|3f3|x})."]},{"type":"entries","name":"N9h. Vistani Family Wagon","page":123,"id":"400","entries":["There are three of these wagons at the camp.",{"type":"insetReadaloud","id":"401","entries":["This barrel-topped wagon is filled with the raucous screams and laughter of children."]},"Each of these wagons contains one Vistani adult (male or female human {@creature vistana commoner|cos|commoner}) and {@dice 1d4 + 1} Vistani children (male and female human noncombatants). The adult is watching the children playing games, teaching the children about their heritage, or telling a scary story to frighten the children."]},{"type":"entries","name":"N9i. Vistani Treasure Wagon","page":123,"id":"402","entries":[{"type":"insetReadaloud","id":"403","entries":["Two iron padlocks secure the door of this barrel-topped wagon."]},"The Vistani keep all their treasure in this wagon. The door to the wagon has two locks, each of which requires a different key. {@creature Luvash|CoS} carries one key, {@creature Arrigal|CoS} the other. Each lock is rigged with a poison needle trap (see \"{@book Sample Traps|DMG|5|Sample Traps}\" in chapter 5, \"Adventure Environments,\" of the {@book Dungeon Master's Guide|DMG}).",{"type":"entries","name":"Treasure","page":123,"id":"404","entries":["The wagon contains the following items:",{"type":"list","items":["A wooden chest containing 1,200 ep (each coin stamped with the profiled visage of Strahd)","An iron chest containing 650 gp","An onyx jewelry box with gold filigree (worth 250 gp) containing six pieces of cheap jewelry (worth 50 gp each) and a {@item potion of poison} in an unlabeled crystal vial (worth 100 gp)","A wooden throne with gold inlay and decorative stones (worth 750 gp)","A rolled-up 10-foot-square rug with an exquisite unicorn motif (worth 750 gp)","A small wooden box containing twelve fake potions in stoppered gourds (the Vistani sell these nonmagical elixirs to naive strangers, claiming that they protect against the deadly fog surrounding Barovia)"]}]}]},{"type":"entries","name":"Fortunes of Ravenloft","page":123,"id":"405","entries":["If your card reading reveals that a treasure is here, it is lying amid the other items in the wagon."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,6,n9.%20vistani%20camp,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área N9</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ), deixando a carroça e sua carga: um simples caixão de madeira.</span></span></span></p><p><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">O caixão foi feito em Vallaki pelo fabricante de caixões local, </span></span><span style="font-size: medium;"><a data-vet-hash="henrik%20van%20der%20voort_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#henrik%20van%20der%20voort_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Henrik van der Voort</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (ver </span></span><a href="https://5e.tools/adventure.html#CoS,6"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 5</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><a data-vet-entry="{"type":"entries","name":"N6. Coffin Maker's Shop","page":116,"id":"3cf","entries":[{"type":"insetReadaloud","id":"3d0","entries":["This uninviting shop is two stories tall and has a sign shaped like a coffin above the front door. All of the window shutters are closed up tight, and a deathly silence surrounds the establishment."]},"{@creature Henrik van der Voort|CoS} (LE male human {@creature commoner}) is a mediocre carpenter and a troubled, lonely man. He profits from the deaths of others, and no one desires his company, because of the ghastly nature of his handiwork. One night several months ago, Strahd visited Henrik in the guise of an imposing, well-dressed nobleman named Vasili von Holtz and promised the coffin maker \"good business\" in exchange for his help. Since then, Henrik's workshop has become the lair of a pack of vampire spawn—former adventurers who were turned by Strahd. These vampires are lying low for the time being.",{"type":"image","href":{"type":"internal","path":"adventure/CoS/062-cos05-14.webp"},"title":"{@creature Henrik Van Der Voort|CoS}","width":801,"height":1000},"The vampires plan to attack St. Andral's church (see \"{@area St. Andral's Feast|40e|x}\" in the \"{@area Special Events|406|x}\" section at the end of this chapter). When Henrik learned about the sacred bones buried under the church, the vampire spawn ordered him to steal the bones, which Henrik paid {@creature Milivoj|CoS} the gravedigger (see {@area area N1|330|x}) to do.","Every window of Henrik's shop is a latticework of iron fitted with squares of frosted glass and locked from the inside. The outside doors of the shop are barred shut from within. If the characters knock on one of them, Henrik shouts, \"We're closed! Go away!\" without opening the door. If the characters accuse Henrik of stealing the bones of St. Andral, he shouts again, \"Go away! Leave me alone!\"","If the characters break into the store, Henrik offers no resistance. He tells them where to find the bones (in the upstairs bedroom wardrobe, {@area area N6e|3d9|x}) and the vampire nest (in the upstairs wood storage room, {@area area N6f|3dc|x}).","If the characters report the theft of the bones to the burgomaster, Baron Vallakovich dispatches four {@creature Guard||guards} to arrest Henrik and retrieve the bones. If the guards show up during daylight hours, Henrik surrenders himself and the bones without a fight, claiming that vampires forced him to steal the bones. If the guards come at night, Henrik surrenders himself and tells the guards where the bones are hidden, but he won't retrieve the bones himself for fear of being killed by the vampires.",{"type":"gallery","images":[{"type":"image","href":{"type":"internal","path":"adventure/CoS/063-cos05-13.png"},"title":"Map 5.5: Coffin Maker's Shop (Area N6)","width":1000,"height":688,"mapRegions":[{"area":"3d5","points":[[167,328],[167,585],[277,585],[277,328]]},{"area":"3d9","points":[[574,325],[574,473],[685,473],[685,325]]},{"area":"3d7","points":[[573,475],[573,585],[685,585],[685,475]]},{"area":"3d7","points":[[315,436],[315,547],[279,547],[279,583],[424,583],[424,436]]},{"area":"3d1","points":[[170,178],[170,324],[281,324],[281,435],[424,435],[424,178]]},{"area":"3dc","points":[[576,178],[576,320],[690,320],[690,433],[725,433],[725,586],[834,586],[834,178]]}],"imageType":"map","grid":{"type":"square","size":75,"offsetX":-48,"offsetY":-24,"scale":2},"id":"5b4","hrefThumbnail":{"type":"internal","path":"adventure/CoS/thumbnail/063-cos05-13.webp"}},{"type":"image","href":{"type":"internal","path":"adventure/CoS/064-cos504.jpg"},"title":"Player Version","width":2400,"height":1650,"imageType":"mapPlayer","grid":{"type":"square","size":179,"offsetX":-101,"offsetY":-48,"scale":2},"mapParent":{"id":"5b4","autoScale":true}}]},{"type":"entries","name":"N6a. Coffin Storage","page":117,"id":"3d1","entries":[{"type":"insetReadaloud","id":"3d2","entries":["Arranged haphazardly about the floor of this musty, L-shaped room are thirteen wooden coffins."]},"Henrik stores and displays the coffins he has made in this room. All of them are empty."]},{"type":"entries","name":"N6b. Junk Room","page":117,"id":"3d3","entries":[{"type":"insetReadaloud","id":"3d4","entries":["A table with four chairs is in one corner of this room, with a lantern hanging from a chain directly above. Two well-made cabinets stand against the east wall."]},"The cabinets are packed with worthless items that Henrik has collected over the years."]},{"type":"entries","name":"N6c. Workshop","page":117,"id":"3d5","entries":[{"type":"insetReadaloud","id":"3d6","entries":["This workshop contains everything a carpenter needs to make coffins and furniture. Three sturdy worktables stretch the length of the west wall."]},"Henrik builds coffins and keeps his carpenter's tools in this room."]},{"type":"entries","name":"N6d. Kitchen","page":117,"id":"3d7","entries":[{"type":"insetReadaloud","id":"3d8","entries":["This kitchen contains a square table surrounded by chairs and shelves of provisions."]},"Henrik prepares his meals here."]},{"type":"entries","name":"N6e. Henrik's Bedroom","page":117,"id":"3d9","entries":[{"type":"insetReadaloud","id":"3da","entries":["This modest bedchamber holds a cot and several well-made pieces of furniture, including a table, a padded chair, a bookshelf, and a wardrobe."]},"Henrik sleeps here, at night and well into the morning. The bookshelf contains a handful of storybooks and carpenters' manuals that have been handed down from previous generations.",{"type":"entries","name":"Treasure","page":117,"id":"3db","entries":["The wardrobe in the southeast corner has a secret compartment in its base, requiring a successful DC 15 Wisdom ({@skill Perception}) check to find. Inside the compartment are two sacks—a large one containing the bones of St. Andral and a small one containing 30 sp and 12 ep. All of the coins bear the profiled visage of {@creature Strahd von Zarovich|CoS}."]}]},{"type":"entries","name":"N6f. Vampire Nest","page":118,"id":"3dc","entries":[{"type":"insetReadaloud","id":"3dd","entries":["This large, drafty room is strung with cobwebs and takes up most of the upper floor. Stacks of wooden planks lie amid several crates marked \"JUNK.\""]},"The two southernmost crates contain old junk that Henrik has accumulated over the years. The six crates in the northern part of the room are packed with earth and serve as resting places for the six {@creature vampire spawn} that lair here. If the characters open one of the occupied crates, all of the vampire spawn burst forth and attack.",{"type":"entries","name":"Teleport Destination","page":118,"id":"3de","entries":["Characters who teleport to this location from {@area area K78|297|x} in Castle Ravenloft arrive at the point marked T on the map."]}]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,6,n6.%20coffin%20maker's%20shop,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área N6</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
). Tem o nome de um dos personagens (determinado aleatoriamente)
cuidadosamente esculpido em sua tampa. Abrir o caixão libera um </span></span><a data-vet-hash="swarm%20of%20bats_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#swarm%20of%20bats_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">enxame de morcegos</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> de dentro. O enxame ataca o personagem cujo nome está gravado no caixão. Se esse personagem não estiver à vista, o enxame foge.</span></span></span></p></div><div class="rd__b rd__b--1" style="text-align: justify;"><h2 class="rd__h rd__h--1" data-title-index="83" data-title-relative-index="0"> <span style="font-size: medium;"><span class="entry-title-inner"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">A Caçada de Arigal</span></span></span><span class="ve-flex-vh-center"> <span class="rd__title-link"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">p142</span></span></span></span></span></h2></div><p style="text-align: justify;"><span style="font-size: medium;"><a data-vet-hash="ezmerelda%20d'avenir_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#ezmerelda%20d'avenir_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Ezmerelda d'Avenir</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (ver </span></span><a href="https://5e.tools/adventure.html#CoS,21,ezmerelda%20d'avenir,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">apêndice D</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ) chega a Argynvostholt montada em um </span></span><a data-vet-hash="riding%20horse_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#riding%20horse_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">cavalo</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> roubado do acampamento Vistani nos arredores de Vallaki ( </span></span><a href="https://5e.tools/adventure.html#CoS,6"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 5</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><a data-vet-entry="{"type":"entries","name":"N9. Vistani Camp","page":119,"id":"3e8","entries":["Several footpaths and horse trails lead to this location in the woods southwest of Vallaki.",{"type":"insetReadaloud","id":"3e9","entries":["The woods part to reveal an expansive clearing: a small, grass-covered hill with low houses built into its sides. Fog obscures the details, but you can see that these buildings feature elegantly carved woodwork and have decorative lanterns hanging from their sculpted eaves. Atop the hill, above the fog, is a ring of barrel-topped wagons that surround a large tent with a column of smoke pouring out through a hole in the top. The tent is brightly lit from within. Even at this distance, you can smell the odors of wine and horses that emanate from this central area."]},"This natural clearing serves as a permanent campsite for the Vistani and their dusk elf allies.",{"type":"gallery","images":[{"type":"image","href":{"type":"internal","path":"adventure/CoS/066-018.jpg"},"title":"Map 5.6: Vistani Camp (Area N9)","width":2400,"height":3300,"mapRegions":[{"area":"3f1","points":[[234,1252],[234,1491],[588,1491],[588,1252]]},{"area":"3f1","points":[[446,572],[446,936],[884,936],[884,572]]},{"area":"3f1","points":[[345,1711],[345,2123],[756,2123],[756,1711]]},{"area":"3ed","points":[[1118,2016],[1118,2379],[1340,2379],[1340,2016]]},{"area":"3f1","points":[[1700,1727],[1700,2118],[2086,2118],[2086,1727]]},{"area":"3f1","points":[[1859,1245],[1859,1483],[2259,1483],[2259,1245]]},{"area":"3f1","points":[[1570,577],[1570,946],[1982,946],[1982,577]]},{"area":"3f3","points":[[1132,1278],[1231,1232],[1327,1277],[1368,1371],[1328,1476],[1230,1507],[1129,1475],[1092,1364]]},{"area":"402","points":[[1158,982],[1158,1101],[1305,1101],[1305,982]]},{"area":"3fc","points":[[1160,1645],[1160,1793],[1310,1793],[1310,1645]]},{"area":"400","points":[[841,1286],[841,1436],[958,1436],[958,1286]]},{"area":"3f9","points":[[1498,1287],[1498,1448],[1624,1448],[1624,1287]]},{"area":"3fe","points":[[1033,1161],[1150,1093],[1108,994],[976,1062]]},{"area":"3fc","points":[[1308,1090],[1384,1006],[1489,1104],[1408,1176]]},{"area":"400","points":[[1420,1178],[1501,1117],[1596,1239],[1496,1277]]},{"area":"3fc","points":[[955,1301],[849,1246],[938,1113],[1032,1171]]},{"area":"3f6","points":[[865,1505],[960,1452],[1036,1569],[931,1628]]},{"area":"400","points":[[971,1685],[1032,1587],[1153,1660],[1095,1755]]},{"area":"3fe","points":[[1315,1652],[1410,1758],[1517,1655],[1427,1562]]},{"area":"3fe","points":[[1440,1563],[1561,1625],[1621,1491],[1495,1451]]},{"area":"3f7","points":[[1162,1250],[1110,1281],[1078,1367],[1114,1480],[1223,1522],[1339,1489],[1376,1384],[1432,1397],[1477,1462],[1424,1555],[1311,1630],[1156,1636],[1048,1580],[967,1442],[969,1289],[1036,1175],[1135,1177]]}],"imageType":"map","grid":{"type":"square","size":69,"offsetX":-11,"offsetY":-7,"distance":10},"id":"5ba","hrefThumbnail":{"type":"internal","path":"adventure/CoS/thumbnail/066-018.webp"}},{"type":"image","href":{"type":"internal","path":"adventure/CoS/067-cos505.jpg"},"title":"Player Version","width":2400,"height":3300,"imageType":"mapPlayer","grid":{"type":"square","size":69,"offsetX":-11,"offsetY":-7,"distance":10},"mapParent":{"id":"5ba"}}]},{"type":"entries","name":"Roleplaying the Vistani and the Elves","page":119,"id":"3ea","entries":["Use the following information to roleplay the Vistani and the dusk elves that occupy the camp.",{"type":"entries","name":"Vistani","page":119,"id":"3eb","entries":["The Vistani in this camp all serve Strahd. The elders have died, leaving a pair of brothers named {@creature Luvash|CoS} and {@creature Arrigal|CoS} in charge. Both men are evil and willing to do whatever Strahd demands of them.","These Vistani have two problems. First, {@creature Luvash|CoS}'s seven-year-old daughter, {@creature Arabelle|CoS}, recently disappeared from the camp. Consequently, half of the Vistani are out searching for her when the characters arrive. Second, the Vistani have exhausted their supply of wine and are eager to obtain more. Characters who help them with either problem earn the Vistani's respect."]},{"type":"entries","name":"Dusk Elves","page":119,"id":"3ec","entries":["The dusk elf race is all but forgotten, and the few survivors live in secret places such as this. They have dark skin and hair, but otherwise they are similar to {@race Elf (Wood)||wood elves} (as described in the {@book Player's Handbook|PHB}). One of Strahd's old brides, {@creature Patrina Velikovna|CoS}, used to live here. Her brother, {@creature Kasimir Velikov|CoS}, still does.","The dusk elves reside in small homes built into the hillside and are mostly self-sufficient. They are skilled trackers, and many of them are away from camp when the characters arrive, helping the Vistani search for {@creature Arabelle|CoS}. Strahd has tasked the Vistani with keeping an eye on the dusk elves, and the dusk elves know they aren't safe in Barovia without the Vistani's \"protection.\" Strahd has also forbidden the Vistani from helping the dusk elves escape his domain.","There are no women or children among the dusk elves. Strahd had all the female dusk elves put to death around four centuries ago as a punishment for Patrina's murder. Thus, the remaining elves can't procreate. A broken people, they are aware of the vampire's absolute hold over the land of Barovia. They keep a low profile and have no desire to incur Strahd's wrath again.",{"type":"gallery","images":[{"type":"image","href":{"type":"internal","path":"adventure/CoS/068-cos05-18.webp"},"title":"{@creature Luvash|CoS}","width":849,"height":1000},{"type":"image","href":{"type":"internal","path":"adventure/CoS/069-cos05-17.webp"},"title":"{@creature Arrigal|CoS}","width":813,"height":1000}]}]}]},{"type":"entries","name":"N9a. Kasimir's Hovel","page":121,"id":"3ed","entries":["If the characters approach the house at the base of the hill on the eastern perimeter of the camp, read the following text:",{"type":"insetReadaloud","id":"3ee","entries":["Standing quietly in front of this house, bathed in the warm light of its lanterns, are three sullen, gray-cloaked figures, their angular features and black, flowing hair half-hidden under their cowls."]},"The cloaked figures are three {@creature Guard||guards} (N male dusk elves). If the characters seem friendly and are looking for someone to talk to, the guards direct them inside to Kasimir or point them toward the Vistani camp on the hilltop.","{@creature Kasimir Velikov|CoS} (see {@area appendix D|786|x}) is the leader of the dusk elves. His hovel has a decorated vestibule and a comfortable room beyond with a fireplace. Wooden statuettes of elven deities stand in cubbyholes along one wall. A tapestry of a forest hangs on the opposite wall.","Kasimir confesses that he is burdened by dreams sent to him by his dead sister, {@creature Patrina Velikovna|CoS}, whose spirit has languished in the catacombs below Castle Ravenloft for centuries. Kasimir believes that Patrina has repented for her many sins, and he yearns not only to free her but also to restore her to life.","If the characters seem intent on destroying Strahd, Kasimir tells them about the Amber Temple. Without divulging too much of the dreams sent to him by Patrina, Kasimir informs the characters that the secret to breaking Strahd's pact and freeing Barovia from its curse might be hidden there. Kasimir doesn't know whether this claim is true or not, but he states it as a way of persuading the characters to accompany him to the temple; his main objective, he says, is to find something there that he can use to bring Patrina back from the dead.",{"type":"entries","name":"Treasure","page":121,"id":"3ef","entries":["Kasimir wears a {@item ring of warmth} and has a leather-bound spellbook containing all the spells he has prepared (see {@area appendix D|786|x}) plus the following spells: {@spell arcane lock}, {@spell comprehend languages}, {@spell hold person}, {@spell identify}, {@spell locate object}, {@spell nondetection}, {@spell polymorph}, {@spell protection from evil and good}, and {@spell wall of stone}."]}]},{"type":"entries","name":"Fortunes of Ravenloft","page":121,"id":"3f0","entries":["If your card reading reveals that a treasure is here, it is in Kasimir's possession. He relinquishes it if the characters promise to accompany him to the Amber Temple and help him find a way to bring his sister Patrina back from the dead."]},{"type":"entries","name":"N9b. Dusk Elf Hovels","page":121,"id":"3f1","entries":["Six simple houses ring the base of the hill, three protruding from the north side and three from the south side.",{"type":"insetReadaloud","id":"3f2","entries":["A grim, gray-cloaked figure stands in front of the door to this house."]},"The cloaked figure is a {@creature guard} (N male dusk elf). If the characters appear friendly and are looking for someone to talk to, the guard directs them to Kasimir's hovel ({@area area N9a|3ed|x}). Under no circumstances does the guard willingly allow strangers to enter the house he protects.","Each hovel is configured similarly to Kasimir's hovel. All are currently unoccupied. (Except for the nine guards left behind to watch the homes, the dusk elves are out searching for {@creature Arabelle|CoS}.)"]},{"type":"entries","name":"N9c. Vistani Tent","page":121,"id":"3f3","entries":[{"type":"insetReadaloud","id":"3f4","entries":["Piled outside the wagon are several empty casks of wine. From inside the tent comes the crack of a whip followed by the howls of a young man. Three sputtering campfires fill the tent with smoke, and through the haze you see six Vistani passed out in various places on the dead grass. A barely conscious and shirtless teenager hugs the central tent pole, his wrists bound with rope and his back streaked with blood. An older, larger man in studded leather armor lashes the young man with a horsewhip, causing him to scream again. Standing in the bigger man's shadow is a third man also clad in studded leather. \"Easy, brother,\" he says to the whip-wielding brute. \"I think Alexei has learned his lesson.\""]},"The two men in studded leather armor are the leaders of the Vistani camp—the brothers {@creature Luvash|CoS} (CE male human {@creature vistana bandit captain|cos|bandit captain}) and {@creature Arrigal|CoS} (NE male human {@creature assassin}). If you used the \"{@area Plea for Help|081|x}\" adventure hook, the characters have already met {@creature Arrigal|CoS}. {@creature Luvash|CoS} is the older of the two and the brother whom the other Vistani fear most. Each brother carries a key that unlocks one of the padlocks of the treasure wagon ({@area area N9i|402|x}).","{@creature Luvash|CoS} is punishing a Vistana named Alexei (CN male human {@creature vistana bandit|cos|bandit} with 3 hit points remaining) for failing to keep a watchful eye on his daughter. The characters' arrival distracts {@creature Luvash|CoS}, and he forgets about Alexei long enough to play the role of host—until such time as the characters become tiresome or threatening. Alexei blames himself for not watching the little brat more closely and has accepted his punishment. If the characters try to rescue him, he screams at them to stop, not wanting to appear weak in front of {@creature Luvash|CoS} and {@creature Arrigal|CoS}.","In addition to {@creature Luvash|CoS}, {@creature Arrigal|CoS}, and Alexei, there are six intoxicated Vistani (CN male and female human {@creature vistana bandit|cos|bandits}) lying {@condition unconscious} in the tent. A drunk Vistana awakens only if the Vistana takes 5 damage or more and has at least 1 hit point remaining afterward.",{"type":"entries","name":"Dealing with Luvash","page":122,"id":"3f5","entries":["{@creature Luvash|CoS} is unhappy because his seven-year-old daughter, {@creature Arabelle|CoS}, has vanished. She's been gone for a little more than a day. Because everyone in the camp was drunk and {@creature Arrigal|CoS} was away, no one remembers seeing or hearing anything strange. {@creature Luvash|CoS} is determined to find her, no matter what the cost, and most of his camp is out scouring the woods when the characters arrive. (Missing from the camp are twelve {@creature vistana bandit|cos|bandits}. Each hour that passes, {@dice 1d4} of them return to camp with no news on {@creature Arabelle|CoS}'s whereabouts.)","If an alarm is sounded, nine Vistani {@creature vistana bandit|cos|bandits} (NE male and female humans) emerge from three of the surrounding wagons ({@area area N9g|3fe|x}) and arrive at the tent with weapons drawn in 2 rounds.","{@creature Luvash|CoS} won't meddle in the characters' affairs without Strahd's consent, and he is quite content to let the vampire deal with them. For a hefty price, he offers to sell the characters potions that allow safe passage through the deadly fog that surrounds the valley; he keeps them in the treasure wagon ({@area area N9i|402|x}). The potions don't work, of course.","If the characters rescue {@creature Arabelle|CoS} from Lake Zarovich ({@adventure chapter 2|CoS|3}, {@area area L|121|x}) and see her safely returned to camp, {@creature Luvash|CoS} is overjoyed and offers to repay the favor. He doesn't sell them the fake potions. (\"Um, they aren't as potent as they could be.\") Instead, he lets them choose a treasure from the Vistani treasure wagon ({@area area N9i|402|x}).","If the characters ask something of the Vistani but have not earned {@creature Luvash|CoS}'s goodwill, he agrees to do business with them if they accomplish one of two tasks: either find his missing daughter or procure six barrels of wine and bring them to the camp. {@creature Luvash|CoS} suggests they can get the wine in Vallaki, or go straight to the source—the Wizard of Wines winery. He isn't picky when it comes to the quality of the wine."]},{"type":"entries","name":"Dealing with Arrigal","page":122,"id":"3f6","entries":["{@creature Arrigal|CoS} is a much more dangerous creature than his brute of a brother. If the characters have something in their possession that is either useful or harmful to Strahd and {@creature Arrigal|CoS} becomes aware of it, he tries to deprive the characters of this item, stalking them if necessary and going as far as to kill one or more of them if he thinks he can escape with the item in his possession. If he succeeds, he takes one of the riding horses ({@area area N9d|3f7|x}) and delivers the item to Strahd at Castle Ravenloft."]}]},{"type":"entries","name":"N9d. Horses","page":122,"id":"3f7","entries":[{"type":"insetReadaloud","id":"3f8","entries":["The hilltop is covered with steaming piles of horse dung. More than two dozen horses are tethered to stone blocks inside the circle of wagons but outside the tent. Most of the animals are draft horses, but a few of them are riding horses equipped with saddles."]},"Twenty-four {@creature Draft Horse||draft horses} and six {@creature Riding Horse||riding horses} are tethered here."]},{"type":"entries","name":"N9e. Luvash's Wagon","page":122,"id":"3f9","entries":[{"type":"insetReadaloud","id":"3fa","entries":["This barrel-topped wagon is nicer that the others. Drapes of golden silk hang in the windows, and the wheels have gold, sun-shaped hubcaps. An iron chimney pipe protrudes from the roof."]},"{@creature Luvash|CoS}'s wagon is a mess inside. Empty wineskins, dirty clothes, and mangy furs are strewn about. A small hammock strung across the width of the wagon under the driver's seat serves as {@creature Arabelle|CoS}'s bed. A burlap doll with button eyes lies in the hammock; {@creature Arabelle|CoS} has no other possessions.","A small iron stove in the middle of the wagon keeps the interior warm.",{"type":"entries","name":"Treasure","page":122,"id":"3fb","entries":["The wagon's \"golden sun\" hubcaps are worth 125 gp apiece (500 gp total)."]}]},{"type":"entries","name":"N9f. Wagon of Sleeping Vistani","page":122,"id":"3fc","entries":["There are four of these wagons at the camp.",{"type":"insetReadaloud","id":"3fd","entries":["You hear heavy snores from within this barrel-topped wagon."]},"Each of these wagons contains {@dice 1d4} sleeping Vistani (CN male and female human {@creature vistana bandit|cos|bandits}). These Vistani wake up if their wagon is shaken or if they take damage and have at least 1 hit point remaining."]},{"type":"entries","name":"N9g. Wagon of Gambling Vistani","page":122,"id":"3fe","entries":["There are three of these wagons at the camp.",{"type":"insetReadaloud","id":"3ff","entries":["Loud voices and laughter spill from this barrel-topped wagon."]},"Each of these wagons contains three Vistani (CN male and female human {@creature vistana bandit|cos|bandits}). The Vistani are playing a dice game for favors, since they have no money. They respond to sounds of alarm by drawing their weapons and heading to the tent ({@area area N9c|3f3|x})."]},{"type":"entries","name":"N9h. Vistani Family Wagon","page":123,"id":"400","entries":["There are three of these wagons at the camp.",{"type":"insetReadaloud","id":"401","entries":["This barrel-topped wagon is filled with the raucous screams and laughter of children."]},"Each of these wagons contains one Vistani adult (male or female human {@creature vistana commoner|cos|commoner}) and {@dice 1d4 + 1} Vistani children (male and female human noncombatants). The adult is watching the children playing games, teaching the children about their heritage, or telling a scary story to frighten the children."]},{"type":"entries","name":"N9i. Vistani Treasure Wagon","page":123,"id":"402","entries":[{"type":"insetReadaloud","id":"403","entries":["Two iron padlocks secure the door of this barrel-topped wagon."]},"The Vistani keep all their treasure in this wagon. The door to the wagon has two locks, each of which requires a different key. {@creature Luvash|CoS} carries one key, {@creature Arrigal|CoS} the other. Each lock is rigged with a poison needle trap (see \"{@book Sample Traps|DMG|5|Sample Traps}\" in chapter 5, \"Adventure Environments,\" of the {@book Dungeon Master's Guide|DMG}).",{"type":"entries","name":"Treasure","page":123,"id":"404","entries":["The wagon contains the following items:",{"type":"list","items":["A wooden chest containing 1,200 ep (each coin stamped with the profiled visage of Strahd)","An iron chest containing 650 gp","An onyx jewelry box with gold filigree (worth 250 gp) containing six pieces of cheap jewelry (worth 50 gp each) and a {@item potion of poison} in an unlabeled crystal vial (worth 100 gp)","A wooden throne with gold inlay and decorative stones (worth 750 gp)","A rolled-up 10-foot-square rug with an exquisite unicorn motif (worth 750 gp)","A small wooden box containing twelve fake potions in stoppered gourds (the Vistani sell these nonmagical elixirs to naive strangers, claiming that they protect against the deadly fog surrounding Barovia)"]}]}]},{"type":"entries","name":"Fortunes of Ravenloft","page":123,"id":"405","entries":["If your card reading reveals that a treasure is here, it is lying amid the other items in the wagon."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":0}" href="https://5e.tools/adventure.html#cos,6,n9.%20vistani%20camp,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área N9</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
). Ela ouviu dizer que a mansão supostamente assombrada pode abrigar
inimigos de Strahd e conter segredos para a destruição do vampiro.</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">Assim
que chega, Ezmerelda solta o cavalo (que foge de volta para seu
acampamento) e segue silenciosamente pela mansão até chegar aos
personagens.</span></span></p><p style="text-align: justify;"><span style="font-size: medium; vertical-align: inherit;"><span style="vertical-align: inherit;">No encalço de Ezmerelda estão o líder Vistani </span></span><span style="font-size: medium;"><a data-vet-hash="arrigal_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#arrigal_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Arrigal</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> (homem </span></span><a data-vet-hash="assassin_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#assassin_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">assassino</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> humano NE ) e dois guarda-costas Vistani ( </span></span><a data-vet-hash="vistana%20bandit_cos" data-vet-page="bestiary.html" data-vet-source="cos" href="https://5e.tools/bestiary.html#vistana%20bandit_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">bandidas</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> mulheres CE ). </span></span><a data-vet-hash="arrigal_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#arrigal_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Arigal monta um </span></span></a><a data-vet-hash="riding%20horse_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#riding%20horse_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">cavalo</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> preto </span><span style="vertical-align: inherit;">, enquanto os bandidos montam dois </span></span><a data-vet-hash="dire%20wolf_mm" data-vet-page="bestiary.html" data-vet-source="MM" href="https://5e.tools/bestiary.html#dire%20wolf_mm"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">lobos atrozes</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> . Esses lobos terríveis são servos de Strahd e não podem ser </span></span><a data-vet-hash="charmed_phb" data-vet-page="conditionsdiseases.html" data-vet-source="PHB" href="https://5e.tools/conditionsdiseases.html#charmed_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">encantados</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> ou </span></span><a data-vet-hash="frightened_phb" data-vet-page="conditionsdiseases.html" data-vet-source="PHB" href="https://5e.tools/conditionsdiseases.html#frightened_phb"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">assustados</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p><p style="text-align: justify;"><span style="font-size: medium;"><a data-vet-hash="arrigal_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#arrigal_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Arigal</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">
está determinado a capturar Ezmerelda e levá-la de volta ao acampamento
Vistani para ser punida por roubo de cavalo. Ele não faz nada para
antagonizar os personagens, entretanto, e retorna ao acampamento Vistani
se não conseguir convencê-los a desistir de Ezmerelda. Para mais
informações sobre </span></span><a data-vet-hash="arrigal_cos" data-vet-page="bestiary.html" data-vet-source="CoS" href="https://5e.tools/bestiary.html#arrigal_cos"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Arrigal</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , ver </span></span><a href="https://5e.tools/adventure.html#CoS,6"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">capítulo 5</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , </span></span><a data-vet-entry="{"type":"entries","name":"N9c. Vistani Tent","page":121,"id":"3f3","entries":[{"type":"insetReadaloud","id":"3f4","entries":["Piled outside the wagon are several empty casks of wine. From inside the tent comes the crack of a whip followed by the howls of a young man. Three sputtering campfires fill the tent with smoke, and through the haze you see six Vistani passed out in various places on the dead grass. A barely conscious and shirtless teenager hugs the central tent pole, his wrists bound with rope and his back streaked with blood. An older, larger man in studded leather armor lashes the young man with a horsewhip, causing him to scream again. Standing in the bigger man's shadow is a third man also clad in studded leather. \"Easy, brother,\" he says to the whip-wielding brute. \"I think Alexei has learned his lesson.\""]},"The two men in studded leather armor are the leaders of the Vistani camp—the brothers {@creature Luvash|CoS} (CE male human {@creature vistana bandit captain|cos|bandit captain}) and {@creature Arrigal|CoS} (NE male human {@creature assassin}). If you used the \"{@area Plea for Help|081|x}\" adventure hook, the characters have already met {@creature Arrigal|CoS}. {@creature Luvash|CoS} is the older of the two and the brother whom the other Vistani fear most. Each brother carries a key that unlocks one of the padlocks of the treasure wagon ({@area area N9i|402|x}).","{@creature Luvash|CoS} is punishing a Vistana named Alexei (CN male human {@creature vistana bandit|cos|bandit} with 3 hit points remaining) for failing to keep a watchful eye on his daughter. The characters' arrival distracts {@creature Luvash|CoS}, and he forgets about Alexei long enough to play the role of host—until such time as the characters become tiresome or threatening. Alexei blames himself for not watching the little brat more closely and has accepted his punishment. If the characters try to rescue him, he screams at them to stop, not wanting to appear weak in front of {@creature Luvash|CoS} and {@creature Arrigal|CoS}.","In addition to {@creature Luvash|CoS}, {@creature Arrigal|CoS}, and Alexei, there are six intoxicated Vistani (CN male and female human {@creature vistana bandit|cos|bandits}) lying {@condition unconscious} in the tent. A drunk Vistana awakens only if the Vistana takes 5 damage or more and has at least 1 hit point remaining afterward.",{"type":"entries","name":"Dealing with Luvash","page":122,"id":"3f5","entries":["{@creature Luvash|CoS} is unhappy because his seven-year-old daughter, {@creature Arabelle|CoS}, has vanished. She's been gone for a little more than a day. Because everyone in the camp was drunk and {@creature Arrigal|CoS} was away, no one remembers seeing or hearing anything strange. {@creature Luvash|CoS} is determined to find her, no matter what the cost, and most of his camp is out scouring the woods when the characters arrive. (Missing from the camp are twelve {@creature vistana bandit|cos|bandits}. Each hour that passes, {@dice 1d4} of them return to camp with no news on {@creature Arabelle|CoS}'s whereabouts.)","If an alarm is sounded, nine Vistani {@creature vistana bandit|cos|bandits} (NE male and female humans) emerge from three of the surrounding wagons ({@area area N9g|3fe|x}) and arrive at the tent with weapons drawn in 2 rounds.","{@creature Luvash|CoS} won't meddle in the characters' affairs without Strahd's consent, and he is quite content to let the vampire deal with them. For a hefty price, he offers to sell the characters potions that allow safe passage through the deadly fog that surrounds the valley; he keeps them in the treasure wagon ({@area area N9i|402|x}). The potions don't work, of course.","If the characters rescue {@creature Arabelle|CoS} from Lake Zarovich ({@adventure chapter 2|CoS|3}, {@area area L|121|x}) and see her safely returned to camp, {@creature Luvash|CoS} is overjoyed and offers to repay the favor. He doesn't sell them the fake potions. (\"Um, they aren't as potent as they could be.\") Instead, he lets them choose a treasure from the Vistani treasure wagon ({@area area N9i|402|x}).","If the characters ask something of the Vistani but have not earned {@creature Luvash|CoS}'s goodwill, he agrees to do business with them if they accomplish one of two tasks: either find his missing daughter or procure six barrels of wine and bring them to the camp. {@creature Luvash|CoS} suggests they can get the wine in Vallaki, or go straight to the source—the Wizard of Wines winery. He isn't picky when it comes to the quality of the wine."]},{"type":"entries","name":"Dealing with Arrigal","page":122,"id":"3f6","entries":["{@creature Arrigal|CoS} is a much more dangerous creature than his brute of a brother. If the characters have something in their possession that is either useful or harmful to Strahd and {@creature Arrigal|CoS} becomes aware of it, he tries to deprive the characters of this item, stalking them if necessary and going as far as to kill one or more of them if he thinks he can escape with the item in his possession. If he succeeds, he takes one of the riding horses ({@area area N9d|3f7|x}) and delivers the item to Strahd at Castle Ravenloft."]}]}" data-vet-opts="{"isLargeBookContent":true,"depth":1}" href="https://5e.tools/adventure.html#cos,6,n9c.%20vistani%20tent,0"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">área N9c</span></span></a><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> .</span></span></span></p><table class="w-100 stats stats--book stats--book-large" id="pagecontent" style="text-align: left;"><tbody><tr><td colspan="6" style="padding-left: 9px; padding-right: 9px; padding-top: 6px;"><span style="font-size: medium;"><br /></span></td></tr><tr class="text"><td class="py-2 px-y" colspan="6"><div class="rd__b rd__b--0"><h1 class="rd__h rd__h--0" data-title-index="1" data-title-relative-index="0"><span style="font-size: medium;"><br /></span></h1></div></td></tr></tbody></table><span style="font-size: medium;"><script src="moz-extension://bc13062b-f7c1-4af4-b79f-2ba1c15249cb/js/app.js" type="text/javascript"></script></span><script src="moz-extension://bc13062b-f7c1-4af4-b79f-2ba1c15249cb/js/app.js" type="text/javascript"></script>Jfjuniorhttp://www.blogger.com/profile/06489839029081384326noreply@blogger.com0tag:blogger.com,1999:blog-1888798435178792165.post-15954240519677505472024-02-12T19:13:00.003-03:002024-02-12T19:13:11.054-03:00Vecna: Eve of Ruin chegando em 21 de maio!<p><span style="font-size: small;"> <span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Confira as capas – e capas alternativas – de </span></span><b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Vecna: Eve of Ruin</span></span></b><span style="vertical-align: inherit;"><span style="vertical-align: inherit;"> , que será lançado em 21 de maio!</span></span><br /><br /></span>
</p><div style="padding-left: 1em;"><span style="font-size: small;"><span class="callout"> <i><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Vecna: Véspera da Ruína</span></span></i><br />
<ul><li data-xf-list-type="ul"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Campanha de Aventura</span></span></li><li data-xf-list-type="ul"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Para personagens de níveis 10 a 20</span></span></li><li data-xf-list-type="ul"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Uma aventura de alto risco em que o destino de todo o multiverso está em jogo. </span><span style="vertical-align: inherit;">Os
heróis começam nos Reinos Esquecidos e viajam para Planescape,
Spelljammer, Eberron, Ravenloft, Dragonlance e Greyhawk enquanto correm
para salvar a existência da obliteração pelo notório lich Vecna que
está tecendo um ritual para eliminar o bem, destruir os deuses e
subjugar todos os mundos.</span></span></li><li data-xf-list-type="ul"><span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Data de lançamento: 21 de maio de 2024</span></span></li></ul></span></span>
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</div><script src="moz-extension://bc13062b-f7c1-4af4-b79f-2ba1c15249cb/js/app.js" type="text/javascript"></script>Jfjuniorhttp://www.blogger.com/profile/06489839029081384326noreply@blogger.com0