Dungeon Master Assistance

Where anyone over 18 can share thoughts and ideas on RPGs.

D&D 3.5 – Iconic D&D Characters

In my D&D Lite games everyone plays an iconic D&D character. These are the 11 core classes, without regard to race or sex, with each class being the “typical” stereotype character for that class. All of the class descriptions in the players handbook apply with these exceptions:

Weapon  and  Armor  Proficiency:  These are not assigned per class. You start out only proficient with the armor and weapons you own.  You can quickly become proficient with other armor and weapons by using them in combat.

Quest skills: All characters have some experience with these skills: Diplomacy, Hide, Listen, Move Silently, Search, and Spot. Skill check modifiers for these skills will include a bonus equal to your class level.

Class Skills: [These are different from the class skills listed in the players handbook.] Each class has a set of skills they are especially good at. This may reflect special training in that skill. Members of the class receive a +3 class bonus to these skill checks as well as a bonus equal to your class level.

Alignment: Other than clerics whose alignment must match that of their deity and paladins whose alignment is always Lawful Good, your character can be of any non-evil alignment or no alignment at all.

Feats: We aren’t using feats. Each class receives specific abilities (many are identical to feats) presented for each class at each level.

I will be posting the specifics for each individual class seperately.

Dragon Hunt – Chapter 1, Part 4 – Comming home

The sun rose a few minutes before they reached the clearing where they could see the cabin. Trevan was thinking that it was about the same time of day as it was when they left the clearing yesterday morning. Had it been only one day? It seamed to him that it had been much longer than that. He saw smoke rising from the direction of the cabin. He wondered what his father was burning. Then he saw that the cabin had burned to the ground. He screamed, “Farther!” dropped everything and ran as fast as he could across the two hundred yards that separated him from the cabin.

As he got closer, he saw the charred remains of his father lying in the clearing beside the still smoldering cabin. His body was in the center of a circular area of scorched earth. He still held the burned remains of a crossbow in his black skeletal hands. Trevan knelt beside him. His eyes filled with tears and he cried. The next thing he knew the kobold was standing beside him. He had forgotten all about the kobold. Yeark had pulled Kaylan’s body up the hill and was still holding the litter.

“What happened here?”  Trevan asked out loud, not really speaking to anyone, as he looked around.

“Mountain Fire Dragon attack,” said Yeark. “Humans call them Red Dragons. You are in the middle of a fire blast area, and over here are his tracks.”

Trevan wiped his eyes and walked over to look at what the kobold was pointing at. It took him a minute to realize exactly what he was looking at. It was a footprint in the dirt. A very large foot print. It had three large claws. It looked similar to a kobold print, but it was nearly three feet wide and over four feet long. Looking for more tracks, he found another area where there was both rear and front foot prints. It reminded Trevan of a cat’s tracks, the way his rear foot landed where its front foot had been. The front prints were smaller and more hand-like. He asked Yeark, “How do you know it was a Red Dragon?”

“The fire,” he said. “All dragons breathe some kind of destruction. The red dragon can breathe fire. Also the tracks. Every type of dragon leaves a distinct foot print. Notice the scale pattern along the outside edge or this print? Only the red dragon has such a foot.”

Trevan looked closely at the print. It’s a print he would never forget. “Are there other ways to tell what type of dragon was here?”

Yeark  said, “Take a deep breath and tell me what you smell.”

Trevan said, “I smell the smoke from the fire. I smell burned flesh. And I smell, what is that? Is it sulfur?”

“Yes,” Yeark said. “I didn’t know if a human could smell it, but red dragons always smell of sulfur and the smell lingers for quite some time after they have gone. Especially if they have used their fire breath. Another clue is the dragon’s size. Red dragons are the largest of all dragons. This one was very big, as you can see from his tracks and his belly and tail prints. When dragons sit they leave prints of their belly and tail and at least one hand, which is what they call their front feet. You can see that he was sitting here when he attacked your father with his fire breath.”

Trevan began checking around the area to see what damage the dragon had done. The goat and chickens were gone. The woodshed was burned to the ground. The well was left untouched. Trevan drew a pale of water to drink and wash his face.

He then turned his attention to the cabin. It was a small one room log cabin. The roof was lying on the ground several yards away, broken but unburned. Two walls were still partially standing; the other two had completely burned away. Poking through the debris he asked, “Why would a dragon do this?”

Yeark said, “This isn’t normal behavior for a red dragon, but you can be sure he had a reason. Dragons are smarter than kobolds or humans. Perhaps he was after some treasure. Did you have a lot of gold or other valuables?”

“We only had a few coins that father kept in a leather pouch behind a loose stone in the fireplace,” Trevan said as he walked over to the remains of the fireplace. The fireplace had been knocked down and the bricks scattered. The coin pouch was missing. Then he realized that their clothes chest, food larder and everything else had been broken into and scattered before it had been burned. He noticed the kobold pull something out from the ashes of his father’s bed and slip it into his belt pocket. “Give me that!” Trevan said.

“I didn’t think you saw me take it,” Yeark said as he pulled a small silver chain from where he had poked it. He handed it to Trevan.

“You were going to steel this?” said Trevan.

“You would have thought the dragon took it,” said Yeark.  “But you have it now, so it isn’t stolen.”

“It belonged to my mother,” Said Trevan. “Father was going to get her a locket for it, but never did. It’s the only thing he had left of hers”

“Then it isn’t even yours?” said Yeark. “You can’t steal something from the dead. Anything taken from the dead belongs to the one that finds it.”

“That’s not the way it works here,” said Trevan. “When someone dies, his possessions become the property of his next of kin.” Yeark looked puzzled. “I’ll make it simple for you. Anything that was my father’s or my brother’s . . . make that everything on this entire hilltop, now belongs to me, and if you steal anything from me I will consider it a breach of your promise to be my servant. A servant never steals from his master. Do you understand?”

“I never break a promise,” said Yeark.

“Then we understand each other,” said Trevan. “Let’s go bury my father and brother now.” He found two shovels. One was scorched, but still useable. The handle on the other one had burned about half way down. He gave the short one to the kobold and they took the bodies to where his mother was buried. It was about 500 feet from the cabin, under a large oak tree. Trevan noticed Yeark squinting and shielding his eyes from the sun as it was rising higher into the sky. Trevan said, “Is it true that kobolds can’t see in the daylight?”

“I can see,” said Yeark. “It’s just that in direct sunlight I can’t see so well, and if I am in it too long it hurts my eyes. I prefer to sleep in the day and do my work at night. I can see better at night. Kobolds can see in total darkness, like in the depths of one of our mines. There we can see up to about 60 feet. We can see as far as you can outside and of course we can see colors in the light.”

“You mean you can’t see colors in the dark”

“Of course not.”

Yeark was unfamiliar with this oversized digging tool, but Trevan was surprised at how good he was at using it to dig a rectangular grave with perfectly vertical sides.

They spent the rest of the day trying to clean up and organize what was left as best they could. Trevan made a temporary lean-to in the corner formed by the two remaining sides of the cabin to protect him from the weather. Yeark dug himself a hole in the floor in the opposite corner and covered it with a board.

Just before sundown they heard a faint voice calling from the direction of the road. Trevan ran out and saw what appeared to be a young boy approaching the cabin. He was dragging a large carpet bag behind him. Then the kobold ran up beside Trevan. He had Trevan’s crossbow. He fired it and the bolt struck the boy. He fell to the ground, lifeless.

 

Dragon Hunt – Chapter 1, Part 3 – Catching a Kobold

Yeark was two feet, two and one half inches tall, but, if asked, he always claimed to be two foot three. By extending his double jointed legs, he could increase his height by another 11 inches, but it was painful to do so for more than a few seconds. He would help with work in the mine when needed, but his primary function in the tribe was border security.

A kobold’s day starts at sundown. This day started for Yeark the same as any other. His first job was to check all of the traps outside the north entrance to the mine. He was to clear and re-set them if necessary. He would make sure they were all in good order before returning to the mine. Of course if any intruders were caught or killed he was to return right away. Security would be tightened and the mine put on alert until any potential danger had been dealt with.

He weighed 43 lbs. and his scaly skin was light brown, except for a lighter streak across his left jaw and half-way down his neck. The result of an old sword wound. He was wearing a suit of reddish-brown studded leather armor and a utility belt. He carried a longbow (sized for kobolds) hooked for quick release on his back along with a quiver of arrows. He carried a javelin which he used as a walking stick and to clear brush aside.

There was a full moon this night. Yeark preferred moonless nights. Kobolds can see just fine in total darkness. He always thought that a bright night could only favor an intruder. His job was to see to it that intruders were kept away. As he approached one of the pits, he could see that it had been disturbed. The cover had fallen. This usually meant some creature had fallen in. He was hoping that it was another wild pig. He liked eating pig.

He learned long ago that you don’t check a pit trap by looking over the side. There could be an armed enemy inside just waiting for someone to provide them with an easy target. First he quietly approached and just listened for a while to see if he could hear any movement inside. At first he thought he heard some leaves rustle but them he heard nothing at all for several minutes. Perhaps it was just the wind. He then carefully climbed a nearby tree and looked around a limb down into the pit. He was surprised to see a human lying on the debris that had been covering the pit. He was obviously dead, impelled through the heart on one of the spikes in the bottom of the pit.

Yeark quickly scampered down and to the edge of the open pit. He took his bow and fired three arrows into the dead body. He was making sure it was really dead, and besides, it was good target practice. He was eager to search the body for valuables before he reported the intruder. Humans often carried coins or wore jewelry.

He put his bow and quiver down next to his javelin before he got the rope ladder he had hidden near by. Just before reaching the bottom of the pit, he heard movement behind. For an instant he thought that the dead human had jumped up, but before he could turn to see what had made the sound he felt a heavy blow to the back of his head. He must have lost consciousness for a couple of seconds. Before he opened his eyes he felt himself painfully pinned to the ground. He opened his eyes to find an angry human holding him down. Both of Yeark’s legs were under the human’s knees, which was causing him much pain. One of the human’s massive hands was holding both of his arms across his chest, and the other one was holding a large knife. He raised the knife and was about to slash it across Yeark’s throat. Speaking in the common language, Yeark pleaded, “Please don’t kill me!”

This seamed to surprise this giant of a creature (compared to the small kobold) that was holding him down. Yeark was completely unable to move. The young human just froze, still holding the knife in the air, staring into the kobold’s large amber colored eyes.

 

When Trevan and his brother Kaylan fell into the pit, Kaylan had landed directly on a spike in the bottom and had died instantly. Trevan landed on top of him and suffered only minor injuries. He had been saved by his brother, whose body had cushioned his fall. Trevan tried to revive his brother but soon realized that he was beyond any help he could give him.

The sun was going down and he realized that he didn’t have much time before the kobolds would come and find them here. As he looked around he got mad at himself for falling for such a simple trap. It was just a hole dug into the ground and covered with sticks and leaves. It was about ten feet across and ten feet deep. The bottom, which was now littered with the sticks and leaves that had been covering it, had several large spikes. These were just big sticks which had been pounded into the bottom of the pit and then sharpened. He tried to climb out, but the sides were hard packed earth and had been smoothed somehow to prevent climbing. He couldn’t help thinking how stupid he had been. He realized now that the other trap was just a decoy, meant to be found. This was the real trap, set here for dummies like him to fall into while avoiding the obvious trap. Digging through the debris he could only find one of the crossbows and it was broken. He could only assume the other one had been dropped when they fell and must be outside the pit.

He didn’t have time to grieve for his brother. He laid up against the edge of the pit and covered himself with leaves and sticks. He thought that his only chance would be if only one or two kobolds came to check the trap. Perhaps they would see his brother lying there and not realize he was there too. When they climbed down to check on his brother’s body he would try to surprise them. He could use the broken crossbow handle as a club, and he had his brothers hunting knife.

The sun went down. The stars came out. The moon rose. It was a clear night and the moon shining down through the trees was casting strange and scary looking shadows on the sides and then on the bottom of the pit. Trevan moved to the darkest side of the pit and re-covered himself. The waiting was the hardest part. Several times he thought he heard someone coming, but then nothing would happen. He started to wonder if he was wrong. Maybe nobody was going to check the pit.  Maybe he would just be left down here until he died of starvation. He decided that if no one came during the night, he would have to find a way to get out of the pit in the morning. Then he heard a sound he wasn’t expecting. It was the familiar twang of an arrow being fired followed immediately by the thud of it penetrating a target. But no, not a target, Kaylan! Someone shot an arrow into his brother’s body! Trevan had to stop himself from jumping up and screaming. How could anyone do such a thing? Then a second arrow and then another. He was obviously dead. These must be kobolds, he thought, and this just proves that they are far more evil than he had ever thought.

He then saw a kobold. It was the first kobold he had ever seen. It was a small reptilian humanoid. Its short tail struck Trevan as comical, wigging back and forth from under its leather armor as it climbed down into the pit on a small rope ladder. He jumped up and hit the kobold as hard as he could with the handle from the broken crossbow. He jumped on top of it and held it down while he pulled his knife. He quickly glanced around to see if there were any more kobolds. Then, just as he was about to kill this one, it opened its eyes and said, “Please don’t kill me!”

 

Trevan knew that some kobolds could speak common, but this came as a shock. He had killed animals before, but never one that was looking him in the eyes and talking to him. The kobold saw that he was hesitating and said, “I can be much more valuable to you alive than dead.”

Trevan shook his head in disbelief. “What are you talking about?” he said.

Yeark was thinking fast, “If you don’t kill me, I can be your servant. I am a hard worker and can be of great benefit to you.” He had no idea what use a human would have for a kobold servant, but it was the only thing he could think of. “And I promise not to run away or try to kill you for . . . for a year,” he said.

Trevan thought this crazy idea, even if it was all a lie, might buy him enough time to escape, without having to kill this thing. Then he remembered something his brother said about learning as much as he could about kobolds to help in fighting dragons. He said, “Could you teach me to speak draconian? And, why for just a year? I could keep you forever if I wanted to.” He waved the knife in front of his face.

“If you intend to keep me forever, you may as well kill me now. I’ll be of no use to my tribe either way. If you try to keep me by force, I will be of no use to you as a servant. I will be spending all of my time trying to kill you and escape. I thought a year would be long enough.”

Trevan thought that this kobold was pretty smart. He asked, “What about teaching me draconian?”

Yeark said, “Yes, yes, anything you want. As long as it doesn’t pose a threat to my tribe or our mine, I’ll teach you how to speak draconian. I’ll teach you how to make traps. I’ll teach you . . . anything you want. Just don’t kill me.”

“How do I know I can trust you?” Trevan said.

Yeark got very upset by this and started to thrash about. He said, “Maybe humans don’t honor promises, but kobolds do! If you don’t believe me then go ahead and kill me now!”

“Okay, okay . . . ,” Trevan said. “I’m going to let you up now. Don’t try anything.” He slowly released the kobold, stood up and backed away. Still holding the knife out, he said, “First I need you to help me get my brother out of the pit. We are going to take him home. Father will know what to do with you.”

To Trevan’s surprise, the kobold was very energetic and helpful. He quickly made a harness out of a length of rope from Kaylan’s backpack and helped Trevan haul him up out of the pit. Then he lashed together a couple of branches to make a litter and tied the body to it. It was designed to make it easy to drag the dead body over the forest floor. Yeark wasn’t sure why the human wanted to take his dead brother with them. Right now he was just glad that it wasn’t him left lying dead in the pit.

The moon was high in the sky and shining down through the trees, lighting their path. The earth was soft under foot. Trevan thought that if they went quickly, they may be able to reach the cabin by sunrise. The kobold helped drag the litter and showed no sign of trying to run away or alerting other kobolds. After about half an hour Trevan asked, “Do you have a name?”

“Of course I have a name, it’s Yeark. Do humans have names?”

“My name is Trevan. My brother’s name was Kaylan.” He looked back at the body. It was securely tied to the litter and bounced up and down as they dragged it over the uneven forest floor.

Yeark looked at the body and said, “Why are we taking this body with us? We could travel much faster if we left it here.”

Trevan was horrified at the thought. “I couldn’t possibly just leave him to be eaten by wolves. I have to take him home and give him a proper burial. I guess kobolds don’t bury their dead? What do you do with them then, eat them?”

“No, we don’t bury them,” he said. “But we don’t eat them unless we are very hungry, or they are very young.”

They traveled the rest of the way without talking.

 

Dragon Hunt – Chapter 1, Part 2 – Chasing a Kobold

They followed the trail as it went deeper and deeper into the forest. By noon Trevan had gone farther into the forest than he had ever gone before. They would loose the trail from time to time and find it again some distance away. The kobold was going in a fairly straight line towards the northeast. Trevan got better at recognizing the kobold tracks. They were about two inches wide and five inches long with three wide spread claws on the front. On a really good print he could make out a distinct lizard-like scale pattern. He learned to recognize the difference in the look of the tracks when the kobold was walking, running or standing still. He learned that when the kobold stopped to look around, he stood up on his toes and that was also the only time he left a tail track. He used his tail for balance when standing on tiptoe. He also learned to tell where the kobold had disturbed the plants as he pushed past them. There was one place where he stopped to eat berries. Trevan and Kaylan ate some too.
They came upon a place where he had stopped, and then ran off a few yards to the south. There he stopped and then continued back to the northeast. Near this point they found a small broken arrow, some bird tracks and a couple of fresh quail feathers. He must have shot a quail and took it with him. Trevan hadn’t considered that the kobold might be armed.
They crossed several other animal tracks as well. There were even some dear tracks in a couple of places.
As the day continued into evening, they eventually came to a small clearing by a creek where the kobold obviously stayed for a while. There was a small fire pit with cold ashes. Next to the fire he had set on a log and ate his quail. There were a few feathers and a couple of bones. He must have eaten all of the rest. They found the sharpened stick he had cooked it on. It took them a few minutes to examine the area around the camp before they found the trail again. He had crossed the creek and headed southeast, toward the Black Mountains.
This part of the forest was much denser, with taller, older trees and thicker undergrowth. Following the tracks became harder and they had to slow down to keep from losing the trail. As the sun was getting low in the evening they were about to follow the trail where it passed between two large trees when Kaylan shouted, “Freeze!”  Trevan stopped in his tracks, and looked back at Kaylan. “Don’t go any farther,” Kaylan said. “You are about to set off a trap. Look closely at that vine ahead.”
Trevan saw that there was a small vine between the trees about chest high that the kobold had easily passed under. He stood there looking around and then he saw that the limb of one of the trees had been pulled down and tied with a rope stretched down to the ground. There was another rope tied to the same limb that had its other end buried beneath the leaves that were covering the ground between the trees. The ropes had been rubbed down with dirt and tree sap and lightly covered with leaves and thin vines so they were hard to notice.  He couldn’t make out exactly how it worked, but it was now obvious that if he had broken, or pushed aside the vine it would have set off the trap and he would now be hanging by his foot, or perhaps by his neck.
“Yes, I see it now,” Trevan said. “Can I set it off so no one will be caught in it?” He very much would like to set it off to see exactly how it worked.
“No. I don’t want them to know that we were here. This is good. It means we are close to their lair. Or at least on one of the main paths to it’s entrance. Let’s just go around it. I am hoping we can find the entrance to the lair before nightfall.”
“Then what?” said Trevan.
“Then we will go home and tell Father what we have found. He will know what to do. At the very least we can warn people to avoid this area.”
They passed around to the right. Trevan was looking up into the tree, still trying to see how the trap worked when he heard a “snap!”  and the ground fell away beneath his feet.

Dragon Hunt – Chapter 1, Part 1 – Tracking a Kobold

I am writing a novel, just for fun. I will post it here in installments. Please leave comments. Criticism, critiques and corrections are welcome! I have never done this before. I am loosely basing all of the characters on Third Edition D&D. Perhaps we can all have some fun and learn a little about dragons along the way.

Trevan was only 14 years old when Kaylan, his older brother, took him on his first deer hunt. They were only going to be gone for two days so he put what he thought he might need into his backpack, grabbed his crossbow, a box of quivers and some hard bread and dried meat. It was mid summer so he wouldn’t need a heavy coat or blanket. They left at first light.
Their family’s cabin was located in a clearing in the Dark Woods forest. Contrary to its name, this part of the forest was only lightly wooded and was penetrated by many small streams.  Trevan lived here with his brother and his father. He never knew his mother. His father told him that she died of a fever shortly after he was born. His father had been a ranger when he was younger, but now he was too old to get around much and spent most of his time sitting in their one room log cabin making and repairing crossbows.
At the far east side of the clearing they came to the edge of a dirt road. This was the only road in this part of the forest. It clung to the edge of the clearing. To the north it disappeared into a dense patch of pine trees. To the south it crossed a small dry creek bed before curving southeast. Across the road there were trees with light undergrowth, easy enough to walk through if you watched for thorn bushes. Trevan had played in these woods all of his life, and knew them well.
Kaylan stopped at the edge of the road, bent down onto one knee and looked closely at the tracks in the dirt. “What do you see?” he asked.
Trevan hated it when he did that. Kaylan was 5 years older than him. His father had taught him to track, and now he was teaching Trevan. He knew that his brother saw some kind of tracks in the dusty road but he could hardly see any tracks at all. The road was seldom used. Once or twice a week they would see someone on it. Usually in groups of two or three on horseback, or riding in a cart or buggy of some kind. The low morning sun angle showed up some horseshoe prints and wagon wheel tracks, but these were not recent. He knew that these were the tracks that Kaylan expected him to see. There had to be something else. There were definitely no deer tracks. He was anxious to shoot his first deer. Then he saw it. “Rabbit tracks!” he said. “They are right here next to the edge of the road.”
Then Kaylan asked, “And what was he doing?”
Trevan looked closer. After studying them for a minute he shook his head and said, “There is no way to tell. I see a couple of hops and then it gets all jumbled up. I guess he was just standing around.”
“Don’t just look at the track,” Kaylan said. “Look at everything else around them and try to think like a rabbit.”
Trevan laughed. “How am I supposed to know what a rabbit is thinking?” He looked more closely at the side of the road. There was some young grass and, “He was munching on the grass!”
“Yes, and then something frightened him. See here? He stood up on his hind legs to get a better view and then he ran off in that direction.”
“Let’s see where he went,” Trevan said as he started walking in that direction.
Kaylan said, “No, let’s see if we can find out what frightened him.” He crossed to the other side of the road and started looking around, being careful not to disturb any tracks that he might find there. It wasn’t long before he called to Trevan, who was looking several feet away. “Here it is. I think it may have been a fox. No! Look at those three claws. This was no fox. This was a kobold!”
Trevan jumped up and drew his crossbow. He had it cocked and a bolt loaded and readied before his brother could say, “Don’t worry; they only come out at night. I think the sunlight hurts their eyes or something. And, besides, it looks like there was only one of them. They would never attack anything bigger than they are unless they outnumber them by at least two to one.”
“How big are they?”
“The biggest ones are not much over three feet tall. From these tracks, it looks like this one is only a little over two feet.”
That calmed Trevan down a bit. But still. He had heard tales of kobold raids, and of their evil ways. He wasn’t sure how much of it was true, but he had no desire to meet up with one face to face. “Let’s go find a deer,” he said.
“Trevan …” Kaylan started to say something else but stopped.
“What?”
“Trevan, I’m going to follow these tracks back to his lair. Why don’t you go back to the cabin? Tell Father what I am doing. He will understand. I’ll be back in a day or two.  We’ll go deer hinting when I return, I promise.”
Trevan said, “Well I don’t understand. Kobolds should be avoided, not chased! And what if you do find their lair? They say that kobolds put traps all around the entrances to their lairs. That would just be too dangerous. Don’t do it!”
Kaylan thought for a minute, then said, “Have you ever seen a dragon?”
“I think I saw one fly over the cabin a couple of years ago. You know that. Anyway, what has that got to do with anything?”
“They say that kobolds are distant cousins of dragons. If I can learn more about kobolds, it might help me kill a dragon.”
“Kill a dragon? Are you nuts? First you are chasing kobolds, and now you are killing dragons! You don’t know what you are talking about!”
Kaylan said, “Our mother wasn’t killed by a fever.”
Trevan stopped fuming and stared at his brother.
Kaylan continued, “Shortly after you were born, a red dragon landed beside our cabin. We had a couple of cows then and Mother was milking one of them. Father and I were standing right over there.” He pointed to a spot in the clearing several hundred yards from the cabin. “I guess the dragon was hungry. The horse ran off, the dragon pushed mother aside and casually ate both cows. I don’t think it saw you. Mother had laid you on some hay beside a large log. While he was eating the second cow he started to step on the log. Mother screamed at him. Father and I were running to her as fast as we could. I couldn’t hear what she said, but the dragon simply turned and stepped on her. Then he flew away while he finished eating the cow. Father said he wanted to wait until you were older to tell you the truth. He didn’t want you to be afraid. I guess you are old enough now. Anyway, that is what happened and that is the day I swore to kill that dragon. I am planning on leaving next spring. If I don’t find that one, I’ll kill as many as I can.”
“I want to kill dragons too. I’m going with you when you leave.”
“You are too young, and Father will need you if I am not here.”
Trevan thought for a second. Then he said, “Okay, but I am going with you to track this kobold.”
“All right,” he said, “but keep your eyes open. You are right about kobolds setting traps.”

D&D 3.5 – Eliminating Feats

“In a classic D&D game you might make one choice: dwarf. Then you fill in all the other details if you like. In AD&D, you make two choices: dwarf and fighter. Again, you fill in all the other details. As the game evolved, players gained more choices to help create the character they wanted to play. Second Edition expanded the proficiency system and introduced kits. Third Edition replaced proficiencies with skills and feats, and it added prestige classes. Fourth Edition ditched prestige classes but brought in paragon paths, epic destinies, backgrounds, and themes.” Form: Beyond Class and Race

I have mentioned before that I prefer Third Edition to any of the others. However, I really enjoyed the open-endedness and fun of First edition. To bring back some of the feel of First Edition I have proposed to require only that you select a race and class. All of your player character’s skills and abilities – which improve as you advance in level – are determined based on those first two choices. The one exception is a single additional skill of your choosing that you can add to represent your characters background and the type of character you want to play. This skill will also improve as you advance in level.

Some objections that I hear to removing feats: “Feats are the principle means for customizing my character. Won’t a total lack of build options and feats make all the characters the same? How will I make a character that is unique and matches my vision of the character I want to play?”

My answer to these objections is that the characters that people played in the First and Second editions were as varied as 90% of the characters being played in later editions. You vision of your character and how you actually play that character has more to do with the type of character than any combination of feats and skills. Furthermore, I find that most players tend to choose the same feats all of the time. Rather than attempting to make a character that has a fun story they tend to design characters for maximum combat effectiveness. To eliminate feats and have D&D v3.5 play more like the early versions of the game, I provide each different character class with its own set of special abilities. Many of these abilities are identical to feats. As the character advances in level additional abilities are added. For this to work, you can not play a multiclass character. All characters become iconic D&D characters. These are the eleven core classes, without regard to race or sex, with each class being the “typical” stereotype character for that class.

D&D 3.5 – Replacing Attacks of Opportunity

Wizards of the Coast admits on their website that “Arguments about attacks of opportunity happen frequently.” I seriously considered eliminating them altogether, but that creates problems of its on. For instance, in D&D v3.5 there is nothing other than attacks of opportunity (AoO) that would prevent a hero from walking past a row of armed guards to get to the wizard they are protecting. My proposal to eliminate AoO and to simplify combat is this: Don’t allow anyone to pass through a threatened square. Also, don’t allow anyone to perform non-attack actions within a threatened square. That is too simple, of course, so we will allow you to do any of these things if you make a successful ability check – what I call a “heroic action.” Below is from my Dungeons and Dragons Lite house rules.

There are no Attacks of Opportunity. Ignore all references in the PHB to Attacks of Opportunity and use this rule instead.

Definition of a threatened square: A creature threatens all squares into which it can make an armed melee attack.

In a combat round your character can enter or exit a threatened square, but you must use a heroic action to enter and then exit (pass through) one or more threatened squares. (Refer to my previous Heroic Actions post.)

While within a threatened square the only thing you are allowed to do is attack with a melee weapon you have in your hand. Anything else you may want to attempt will require a successful heroic action check.

WITHIN A THREATENED SQUARE
Some of the things that require a heroic action to accomplish while within a threatened square are:

  • Attack with (or load or prepare to attack with) a ranged weapon, including splash weapons
  • Cast a spell, read a scroll, drink a potion or apply an oil
  • Pick up, retrieve, draw or store an item (including weapons)
  • Deliver a coup de grace
  • Escape from a net or any other entanglement
  • Light a torch or perform any other non-combat activity other than speaking

MODIFIER: Dex modifier
DC MODIFIER: +5
SUCCESS: You can attempt the desired action.
FAILURE: You loose your turn.

MOVING THROUGH THREATENED SQUARES (a move action)
As part of your move action, you enter into a threatened square and proceed out the other side. You may want to use this to get past armed guards to reach the magic user they are guarding, or to attack someone armed with a reach weapon.
MODIFIER: Tumble modifier
DC MODIFIER: +5, +2 for each additional opponent after the first one
SUCCESS: You tumble through the threatened squares. Your move rate for your entire move is 1/2 your normal move rate.
OPTIONS: Add +2 to the DC to move at your normal move rate.
FAILURE: Failure results in your move ending inside the first threatened square you enter.

Note regarding reach weapons: When your opponent is using a reach weapon, you must use a heroic action to pass through a threatened square in order to attack him. Otherwise, your move must end when you enter the threatened square.

These rules apply only to squares that are threatened by your opponents. There are no restrictions on your activity within squares that are only threatened by your allies.

D&D 3.5 – Heroic actions

This is an excerpt from my D&D Lite rules. It is a house rule intended to simplify D&D v3.5 special combat rules.

Special attacks become “heroic actions” which are level checks. This one mechanic replaces the rules for: Bull rush, Disarm, Grappling, Overrun, Sunder, Trip and others. It allows for other special attacks and actions as well.

The reasons for this change:
1) To reduce the number of complex rules – making the game easier, faster and more fun. We don’t want to be looking up the rules all of the time. The last thing anyone wants is for someone to not use a special attack because they think that the rule makes it too difficult to use.
2) Combat is not all about running through a series of trained moves like an automaton. A successful warrior seizes every opportunity to give him an advantage and makes use of the environment to give him an edge. Heroic actions can be anything from throwing sand in an opponent’s eyes, swinging on a chandelier or pushing opponents back 10 feet and off a cliff. Any class can attempt a heroic action. Heroic actions do not do damage per se but rather do damage as dependent on environment or impact, so pushing someone over a cliff does damage… as does setting fire to them.

A heroic action check is a level check to which the character will add an ability or skill modifier. The DC is 10 + the creature’s Challenge Level + any additional modifiers that may apply.

To perform a heroic action check:
First name what you intend to do and the effect you want to achieve. The DM will determine and tell you the DC. You then roll 1d20 and add your character level. To this you can add certain modifiers. Examples of possible modifiers are given below. The Difficulty Class (DC) for heroic actions is 10 + the challenge level (CL) of your opponent + modifiers (if any).  If your total matches or exceeds the DC your heroic action succeeds.

The following rules apply to heroic actions:
1.    A heroic action may be a move action, an attack action, or a full round action.
2.    You may only attempt one heroic action per round.
3.    You must declare the heroic action before you roll.
4.    The heroic action must be within the reasonable ability of your character to perform, given the character’s level and the enemy’s size and power.
5.    You can not take 10, or take 20 on a heroic action check
6.    If you roll a natural 1 your attempt fails regardless of any bonuses.
7.    A roll of a natural 20 is always a success.

The guide-lines that follow are only a few examples of how heroic actions are to be resolved. Creative players will certainly come up with new heroic actions.

DISARM (an attack action)
Disarming attacks include called shots to the hand, shattering an opponent’s weapon, severing a spear shaft, entangling a sword arm, and using the flat of a blade to smack a weapon from an enemy’s hand.
MODIFIER: Dex modifier
DC MODIFIER: the defenders Dex modifier
SUCCESS: Your opponent drops his weapon. The weapon is knocked out of reach (but still within his 5 foot square) so he must move to retrieve it and cannot simultaneously attack on its next round (unless he chooses to fight unarmed or draw a new weapon).
OPTIONS: Add +2 to the DC to knock your opponent’s weapon 5 ft away. To retrieve it, he will have to use his entire next round. Add another +2 for each additional 5 ft.
FAILURE: Your opponent maintains a firm hold on his weapon.

PUSHBACK (an attack action)
Pushbacks include shield bashes, tackles, bull rushes, overruns, tables hurled into enemies, doors smashed into opponents on the other side, and so on. Generally speaking, any attempt to use brute strength to force-fully move an opponent is considered a pushback. Any attempt to shove creatures off a nearby cliff, through a railing, out a chapel’s stained-glass window, and so on will allow the creature a reflex save.
MODIFIER: Str Modifier
DC MODIFIER: the defenders Str modifier
SUCCESS: The opponent is pushed back a few feet – enough space to open access to a door or staircase the target was defending.
OPTIONS: Add +2 to the DC to push your opponent back 5 ft. Add an additional +2 for each additional 5 ft attempted.
FAILURE: Your actions do not result in moving the opponent from his position.

TRIP OR THROW (an attack action)
Trips and throws include any attempt to knock an enemy off its feet. Whether it’s hooking an enemy’s leg, stabbing a kneecap, knocking an opponent off-balance, sweeping an enemy’s legs, or some other maneuver, these heroic actions allow the warrior to knock an enemy prone, limit his movement, and potentially keep him down.
MODIFIER: Str modifier
DC MODIFIER: the larger of the defenders Str or Dex modifier
SUCCESS: The attacker can knock the defender off- balance. The defender is knocked prone and must spend its next move action standing up. Remember that melee attacks against a prone opponent receive a +4 bonus.
OPTIONS: Add +2 to the DC to knock the opponent down and throw him up to 5 feet away so he must spend its next round standing.
FAILURE: The opponent may stumble, but catches himself and doesn’t fall.

SPRING ATTACK (a full round action)
You move  both  before  and  after  the  attack, provided that your total distance  moved  is  not  greater  than your speed and you are attacking with a melee weapon. You may want to run past, swinging your sword as you pass. You may want to fly by (if you are able to fly), or swing past on a rope or chandelier, or jump over. If successful, you move at twice your normal move rate and may use a single melee attack against your foe as you pass.
MODIFIER: Dex modifier
DC MODIFIER: +5
SUCCESS: You run or swing past your opponent and deliver one melee attack.
OPTIONS: You can attempt to run past and attack more than one opponent (up to the maximum number of attacks you are allowed in one round) for a +2 to the DC for each additional opponent.
FAILURE: Your move ends in the first square adjacent to your foe. You may still attack but you receive a -4 circumstance penalty on your attack.

GRAPPLE (an attack action)
If you succeed the creature can pull free from the hold, on his turn, with an opposed strength check. While engaged in grapple both you and your opponent lose your Dex bonus to your AC.
MODIFIER: Str modifier
DC MODIFIER: the larger of the defenders Str or Dex modifier
SUCCESS: You grab and hold the creature. You do not damage the creature but the only actions he can take until he escapes are to try to pull free. In future rounds, you can release the creature and back away 5 feet with no penalty, or continue the hold from round to round until the creature pulls free.
OPTIONS: Add +2 to the DC to pin your opponent to the floor, or otherwise keep him immobile, or move with him at half of your normal move rate. The creature will get a -4 penalty on opposed strength checks until you release him.
FAILURE: You are pushed back and your opponent suffers no penalties on his next turn.
SPECIAL RULES FOR GRAPPLING LARGER CREATURES:
For an attacker to successfully grapple a creature one or more size categories larger than himself there must be multiple attackers. Until all successful opponents added together have roughly the same size/ mass as he does, the attacked creature doesn’t loose his Dex bonus, and he can make multiple opposed strength checks to remove the attackers as a free action on his turn. The grappled creature makes concentration checks at -2 for each opponent that is currently grappling him.
For grappling a creature with multiple limbs or other strange configuration the DM will decide on whether grappling is even possible, and if it is what the impacts are.

 

D&D – Lunar Calander

This is a calendar that I came up with to keep track of the passage of time in a campaign. I have used a similar calander in a couple of campaigns now and I like its simplicity and ease of use.

The sun travels once around this world in 336 days, visiting the 12 Lairs of the Zodiac in an appointed round that never varies. The Great Moon, called Luna, waxes and wanes in fixed cycles of 28 days (Luna’s cycle governs lycanthropy).
Each lunar cycle marks the passage of one month, which is further subdivided into four weeks of seven days each.

The standad week of seven days has the following days:

Day of Suffering (Su) Work
Day of Momentum (Mo) Work
Day of Turmoil (Tu) Work
Day of Weakness (We) Work
Day of Thanksgiving (Th) Work
Day of Freedom (Fr) Rest
Day of Sacrament (Sa) Worship

Each of the 12 months is 28 days long, made up of 4 weeks of 7 days each. The first of each month is a new moon and the 15th of each month is a full moon.

Note: All dates are from the rediscovery of the Great Northern Continent (GNC).

The Current Year is 1,342 GNC

Flowers Festivals Greengrass
Spring Spring Spring
Su Mo Tu We Th Fr Sa Su Mo Tu We Th Fr Sa Su Mo Tu We Th Fr Sa
1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7
8 9 10 11 12 13 14 8 9 10 11 12 13 14 8 9 10 11 12 13 14
15 16 17 18 19 20 21 15 16 17 18 19 20 21 15 16 17 18 19 20 21
22 23 24 25 26 27 28 22 23 24 25 26 27 28 22 23 24 25 26 27 28
Highsun Tournaments Leaffade
Summer Summer Summer
Su Mo Tu We Th Fr Sa Su Mo Tu We Th Fr Sa Su Mo Tu We Th Fr Sa
1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7
8 9 10 11 12 13 14 8 9 10 11 12 13 14 8 9 10 11 12 13 14
15 16 17 18 19 20 21 15 16 17 18 19 20 21 15 16 17 18 19 20 21
22 23 24 25 26 27 28 22 23 24 25 26 27 28 22 23 24 25 26 27 28
Leaffall Markets Rotting
Fall Fall Fall
Su Mo Tu We Th Fr Sa Su Mo Tu We Th Fr Sa Su Mo Tu We Th Fr Sa
1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7
8 9 10 11 12 13 14 8 9 10 11 12 13 14 8 9 10 11 12 13 14
15 16 17 18 19 20 21 15 16 17 18 19 20 21 15 16 17 18 19 20 21
22 23 24 25 26 27 28 22 23 24 25 26 27 28 22 23 24 25 26 27 28
Winds Ceremonies Storms
Winter Winter Winter
Su Mo Tu Ar Wa Fr Sa Su Mo Tu Ar Wa Fr Sa Su Mo Tu Ar Wa Fr Sa
1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7
8 9 10 11 12 13 14 8 9 10 11 12 13 14 8 9 10 11 12 13 14
15 16 17 18 19 20 21 15 16 17 18 19 20 21 15 16 17 18 19 20 21
22 23 24 25 26 27 28 22 23 24 25 26 27 28 22 23 24 25 26 27 28

D&D – Naming your PDF Fies

If you are like me, you probably have a lot of PDF files of D&D books, playing aids and modules, or adventures. To keep track of the ones that I have, I came up with this naming convention. When you sort a list of names it puts similar files together and helps you find the one you are looking for.

This is how I name my D&D PDF files.

1) VERSION – The first three digits represent the Dungeon & Dragon Version
ad – All D&D (not version specific)
0.0 – Original Dungeons and Dragons (OD&D) a small box set of three booklets published in 1974
0.5 – Basic Dungeons & Dragons (BD&D) 1977
1.0 – Advanced Dungeons & Dragons (AD&D) 1978
2.0 – Advanced Dungeons & Dragons 2nd Edition (AD&D2 or 2nd Ed) 1989
2.5 – Player’s Option manuals. technically still 2nd Edition (AD&D 2.5) 1995
3.0 – Dungeons & Dragons 3rd Edition (D&D3 or 3E) 2000
3.5 – Dungeons & Dragons v.3.5 (Revised 3rd Edition or D&D3.5) 2003
3.6 – Pathfinder Roleplaying Game (Paizo’s revised 3.5 Edition rule set) 2008-9
4.0 – Dungeons & Dragons 4th Edition (D&D4E) 2008
5.0 – Dungeons & Dragons 5th Edition (D&D5E) 2014

2) SETTING – After a space, the next two upper case letters represent the campaign setting:
BL – Blackmoor
CR – Core Rules – For all settings
CS – Cultral/Historical Setting
DL – Dragonlance (situated on Krynn)
DM – Dragonmech, a steampunk/fantasy campaign setting
EB – Eberron, blends fantasy & technology
ER – World of Erde (the After Winder Dark Fantasy Campaign Setting)
FP – Freeport
FR – Forgotten Realms (situated on Abeir-Toril)
GE – General, for any setting.
GH – Greyhawk (situated on Oerth)
HW – Hollow World (a sub-setting of KW)
HY – Hyboria (the setting of Robert E. Howard’s Conan)
KR – Known Realm, the world of Aereth (Dungeon Crawl Classics)
KW – Known World (the first D&D campaign world A.K.A. “Mystara”)
LL – Lost World (old-school setting)
LM – Lankhmar (based on the Fafhrd and the Gray Mouser stories)
MA – Mars
PA – Paizo’s “Pathfinder” world of Golarion
PL – Points of Light (default unnamed campaign setting for 4.0)
RL – Ravenloft (a Horror setting)
SA – Swashbuckling Adventures
SL – Scarred Lands
VI – Vikings
WD – Monte Cook’s World of Darkness
WI – Wilderlands of High Fantasy

3) TYPE– Immediately following the code for the setting is one or two lower case leters that indicate the type of content:
a    – Adventure or Module
ac    – Accessory
c    – Creatures (Monsters)
dm    – Dungeon Master’s reference or tools
e    – Extended (not offical) rules
f    – Feats
g    – General
i    – Items (Equipment, Magic Items, any kind of “stuff”)
m    – Map or Tile
p    – Prestige Classes
pl    – Players reference or tools
r    – Reference (not game specific)
s    – Sourcebook or Rulebook

4) MODULE NUMBER – If this is one of a set of books this is the module number (This is to keep sets listed together).

5) ADVENTURE LEVEL– For adventures only, the lowest level character that the adventure is designed for.  I put this number in parenthesis and I put a zero in front of single digit numbers (01, 02, 03 … etc.) to keep them sorted properly.

6) NAME OF THE BOOK

7) ORIGIONAL ELECTRONIC FORMAT – If the pdf file is in it’s origional electronic format (not a scan or conversion) [OEF] may be added to the end of the file name.

______________________________________________________________

Example:    3.5 FPa BEA4(03) – A Dreadful Dawn.pdf
“3.5”  Dungeons & Dragons v.3.5
 “FP”   Based in the Freeport campaign setting
  “a”  an Adventure
  ” BEA4″  Module number BEA4
   “(03)”  for LVL 3 characters
  “A Dreadful Dawn” the name of the adventure

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