Dungeon Master Assistance

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

D&D Next – Comparing D&D Lite to D&D Next

D&D Next is the play test version of the next (v5) version of D&D. It addresses many of the issues I have with v3.5 (I never cared for v4).

D&D Lite is a set of “House Rules” that I have published here, that are intended to simplify and speed up play of v3.5 D&D.

D&D Lite was designed to meet the following criteria:

1. “Character creation and promotion should be simple, fast and easy.” – D&D Next does this, and also provides a lot of customization options at character creation for those who want it.

2. “The rule set should be fully compatible with other v3.5 stuff (adventures, sourcebooks, etc).” – D&D Next is not fully compatible. It feels a lot like a streamlined and improved version of v3.5. It should be very easy to convert adventures or other game materials from 3rd edition D&D to D&D Next.

3. “Complicated rules should be simplified to the point where you can play 90% of the time without having to look up a rule.” – D&D Next nails this. The rules are much simpler than 3rd edition D&D.

Below are some D&D Lite rules followed by comments on how D&D Next addresses these issues.

D&D Lite: No Multiclass characters.

D&D Next: Multiclass characters are optional. By frontloading the character creation you can get pretty much any type of character you want to play without multiclassing.

My thoughts: I had to restrict multiclassing in order to eliminate feats. D&D Next accomplishes what I was after without restricting character development. I like it.

D&D Lite: No Feats.

D&D Next: Feats are optional. If you do use them, you get to choose one feat at level 1, 3, 6, and 9 for a total of 4 feats.

My thoughts: My problem with feats is that there were too many of them and they over complicated the game. I can live with characters having 4 feats.

D&D Lite: No selection and distribution of Skill Points.

D&D Next: No skill points. Your character starts with four skills of your choice, from a much shorter list of skills. At levels 7, 12 and 17 you can add one more skill or improve one you already have. All skill checks are ability checks. If you happen to have the skill involved, you add 1d6 to your d20 die roll.

My thoughts: I wanted to get rid of skill points, but I couldn’t do it and still use 3.5 rules. This new way of dealing with skills addresses all of the issues I had with them. I like it.

D&D Lite: No Armor or Weapon Proficiencies.

D&D Next: Your character is proficient with certain weapons and armor depending on his class. Using weapons he is not proficient with is done at a disadvantage.

My thoughts: While not as simple as my system, it is much simpler than the 3.5 system, and the weapons are either simple or martial. This is very workable, fast and easy. I like it.

D&D Lite: No separate rules for Bull rush, Disarm, Overrun, Sunder, Grapple or Trip. To accomplish any of these you use a “heroic action”.

D&D Next: You can attempt any of these as an improvised action. Some classes are especially good at Bull rush, Disarm, and Trip. The rules for grapple have been greatly simplified.

My thoughts: D&D Next “improvised actions” are almost identical to D&D Lite’s “heroic actions”. How could I complain about that? I like it.

D&D Lite: No Attacks of Opportunity.

D&D Next: Attacks of Opportunity are almost eliminated. D&D Next reduces them to only be used if a hostile creature that you can see moves out of our reach.

Mt thoughts: To get rid of attacks of opportunity I had to require a heroic action to do anything that would provoke one. Dropping them altogether and still not allowing you to simply run past the guards with impunity is a good move. I like it.

D&D Lite: Simplified the rules for Turn Undead.

D&D Next: Simplified the rules for Turn Undead.

Mt thoughts: I tried to keep the results about the same as standard 3.5 rules. D&D Next just came up with a much simpler solution. I like it.

D&D Lite: Dropped the rules for nonlethal damage and implemented a simpler solution.

D&D Next: Dropped the rules for nonlethal damage and implemented a simpler solution.

My thoughts: D&D Next’s solution is simpler than D&D Lite’s solution. I like it.

D&D Lite: Character alignment is optional. There are no alignment related game rules or effects.

D&D Next: Character alignment is an important aspect of the game.

My thoughts: This was one of the hardest changes to implement in D&D Lite. I made this change primarily because of some unbalanced spells, such as “detect evil”, but the concept of good vs. evil and chaotic vs. lawful is so ingrained into D&D I was considering changing this. D&D Next corrects this at the source, by re-writing the spells so “detect evil”, for example, becomes “detect good or evil” and instead of allowing you to “sense the presence of evil”  you “perceive a strong concentration of good or evil as well as creatures formed by them”.  This is a subtle but important difference. I like it.

D&D Lite: Each of the classes has specific abilities (like feats) that they receive at pre-determined class levels, thus eliminating the need for feats.

D&D Next: Does the same thing, but offers more options in the form of backgrounds and sub-classes.

My thoughts: Thisallows the player to customize his character more than allowed in D&D Lite. I like it.

Conclusion: If they don’t mess it up, D&D v5 should be the game that I was hoping v4 would have been. I will quit using D&D Lite and whole heartedly endorse v5.

 LONG LIVE DOUNGEONS AND DRAGONS!

D&D 3.5 – Fantasy Adventure Module – “Fires of Hell”

fires-of-hellDownload a free copy of this advanture here [Fires of Hell].

This adventure takes place after a Total Party Kill (TPK).  I modified an old AD&D adventure (The Fires of Dis) to accomoate a group of DEAD PCs to earn a second chance by … well you will see.

It is a version 3.5 D&D adventure for a party of any size and any level (1 to 20).

Let me know what you think about it.

D&D 3.5 – Cranium Rat Swarm – scalable to any level!

 

cratThe Fiend Folio has 3 listings for Cranium Rat Swarm (Lesser Pack, Average Pack and Greater Pack). I combined them to make the stat block below.

In the stat block below np = number of packs in the swarm. A pack contains 30 rats. The number of packs in the swarm determines the Challenge Rating (divide the total number of rats by 30). If “np” is preceded by a number, multiply the number of packs in the swarm by that number. For example where it says Listen = +3 np; If there are 6 packs (180 rats) in the swarm then Listen will =+18 (3×6).

CRANIUM RAT SWARM (CR = np) – NE Diminutive Magical Beast (Extraplanar, Swarm) (FF p.167 – modified)

DETECTIONSenses Darkvision 60-ft; Listen +3 Packs, Spot +3 Packs; Init +7; Languages Cranium rats do not speak, but swarms containing 5 or more packs can communicate telepathically.

DEFENSES –  AC 14 (+3 Dex, +1 natural), Touch 13, Flat Footed 11; hp 18 np; Resist cold 10

ACTIONSSpd 40 ft., climb 20 ft.; Melee Swarm (3d6); Space 5 ft. (1 pack), 10 ft. (2 to 10 packs), 15 ft.(11 to 20 packs) ; Reach 0 ft.; Base Atk 2 ½ np; Grapple -; SA Distraction, mind blast, spells

SQ hive mind, low-light vision, swarm traits, telepathy

STR 2, DEX 17, CON 14, INT 2 np (max 20), WIS 14, CHA 13

FORT np+3 (max 16), REF np+4 (max 19), WILL np+2 (max 12)

FEATS – Alertness, Combat Casting, Iron Will

SKILLS – Climb +3 np, Listen +3 np, Spot +3 np, (if the number of packs in the swarm is 10 or more add: Balance +29, Concentration +29, Sense Motive +31)

Spells: If the swarm’s np (number of packs) is 4 or less its intelligence is too low to cast spells. Larger swarms can cast arcane spells as a sorcerer of a level equal to the swarm’s np up to a maximum 10th-level sorcerer (spells/day and spells known are the same as for a sorcerer of the appropriate level; save DC is 10+ the sorcerer level + spell level). A typical 10th-level spells known list: 0—dancing lights, daze, detect magic, flare, ghost sound, mage hand, open/close, prestidigitation, grease; 1st— charm person, expeditious retreat, magic missile, ray of enfeeblement, shocking grasp; 2nd—blur, knock, mirror image, see invisibility; 3rd—fireball, lightning bolt, slow; 4th—contagion, fire shield; 5th—hold monster.

Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. DC 15 for np of 4 or less, DC 18 for np 5 to 9, DC 24 for np 10 or more.

Mind Blast (Su): This attack is a 60-foot cone. Anyone caught in this cone must succeed on a Will save (DC 14 for np of 4 or less, DC 17 for np 5 to 9, DC 23 for np 10 or more) or be stunned for 3d4 rounds. A cranium rat swarm with 4 or less packs can use this power every 2 rounds. Larger swarms can use it at will.

Hive Mind (Ex): A cranium rat swarm has a hive mind, which makes it susceptible to mind-affecting spells. For purposes of such spells, the swarm is a single creature of the magical beast type.

Telepathy (Su): An swarm of cranium rats that contain 5 or more packs can communicate telepathically with any creature within 80 feet that has a language.

Skills: Cranium rat swarms have a +8 racial bonus on Climb checks and can always choose to take10 on Climb checks, even if rushed or threatened.

Combat: While dangerous and unpleasant, cranium rats are not aggressive creatures. They avoid open attacks in favor of flight or ambushes. Cranium rats use their spells and mind blast ability to soften or incapacitate victims before swarming over them, then they drain their victims’ blood through a hundred tiny wounds.

Like ten thousand eyes and ears dispatched to gather secrets for some dark deity of knowledge, cranium rats are everywhere—seeing, hearing, and sharing what they learn in a bizarre hive mind.

An individual cranium rat is almost indistinguishable from a normal rodent, except that a portion of its large brain is exposed and pulses with a soft glow. Singly, the creatures are also virtually identical to normal rats, but they are never encountered singly. A pack of cranium rats has a group mind—and the more rats, the more intelligent the group mind.

D&D 3.5 – “Okay we’re dead. Now what?”

 

hellWhat happens after a TPK (Total Party Kill)? With the Dungeons and Dragons game, it happens from time to time. When it has happened in my games, it was usually due to something that I, as the DM, did wrong. “I really thought that the party would run away from that monster.” -or- “Who would have thought that they would all fail their saving throws?” Whatever the cause, looking back it was usually something that I should have realized was a possibility and headed off before it was too late for the players.

I know that some DMs have more TPKs than I do, and that is just fine. Many games fall apart after a TPK, but sometimes it comes at the dramatic conclusion of an adventure. There have been times that I just did a little DM “hand waving” and stated that that didn’t just happen, and all of the PCs were not dead after all.

That last option was the most unsatisfactory option of all. It was usually after the players were really upset and felt that the situation that resulted in the TPK was unfair.

This got me thinking of a better “in game” way to handle the situation. (This may only work once, but TPK’s aren’t all that common.) What if, after they all dye, they wake up in Hell and go on a short adventure to earn their way back to life?

I am working on just such an adventure and will post it here when it’s done. Here it is: Fires of Hell

D&D – How many editions are there? (2013)

DD

I ran across this excelent poster by Nick Wedig. I just wanted to shair it.

Dragon Hunt – Chapter 2, Part 7 – Leaving Rockport

Gimble had been staying in an ally where he had stashed his carpet bag. Just before dark, he retrieved it before he and Trevan went to the inn where Trevan had been staying. Most of the front wall was missing and a little smoke was still escaping in a few places. There was an old halfling stationed at the door. He was informing everyone that walked up that they were only serving drinks with meals and those were only available if you stood at the bar. The tables were all too badly damaged. There were no rooms available, but if you had a room already, they were not damaged by the fire.

They had fish soup at the bar. Gimble had to stand on a block of stone that had been part of the front wall. They were served by the halflings that had brought Trevan his bath yesterday. Buxter, the half-orc owner, was sweeping up the rubble. After eating they went to Trevan’s room. He was not surprised that Aramil had not yet arrived. The window had been left open to help clear the smoke. The smell of wood smoke and sulfur still lingered in the air. Gimble bedded down on the floor beside Trevan’s bed.

About an hour before sunrise, Trevan and Gimble were awakened by Aramil, saying that they didn’t have time to waste if they were going to get to the warehouse by sunup. Aramil was already dressed and waited patiently while Trevan and Gimble got ready. They talked about the dragon attacks yesterday. Aramil had helped with a fire at one of the towers. Abraxas knocked the top of off the tower and destroyed the ballista. The tower top landed in the street and crushed a passing merchant. Abraxas breathed fire down into the opening he had made. The tower was a total loss, but they were able to prevent the fire from spreading to adjacent buildings. Trevan and Gimble told him about the dragon attack at the warehouse.

They ate a quick breakfast and headed toward the warehouse. On the way, Aramil told Trevan about the planned quest and the scouts’ part in it. “The rout to the base of Fire Mountain is well known. It has been known for centuries that Abraxas has his lair somewhere in that mountain. It is a large semi-active volcano within the Black Mountains. To get there we will take the north road into the mountains, past the freehold of Neverwild up to the Dwarven mine of Clearwater. From there we follow old dwarfen and elfin paths through the mountains until we reach Fire Mountain.”

“The scouts are to go ahead,” he said. “We can travel a lot faster than the main party, who will be slowed by the wagons. Our task for the first part of the quest will be to inform them of any obstacles or dangers that may lie ahead. Sir Gleamheart made it very clear that he didn’t expect the scouts to clear away any monsters, but simply to keep the main group informed as to the road conditions ahead and possibly recommend alternate routs if necessary. A camp will be established at the base of Fire Mountain and the scouts, along with other groups as may be assigned for the purpose, will then locate the entrance to the dragon’s lair. Sir Gleamheart will determine the appropriate tactics for combating Abraxas, based on conditions at the time. After killing Abraxas, everyone will participate in loading his horde onto the wagons and they will be divided as you were previously told.”

“How far away is this Fire Mountain?”

“About three weeks travel by wagon. An elf on foot could be there in five days.”

“A gnome could make it in four,” said Gimble.

“A hollow boast,” said Aramil. “If I am not mistaken, you have never been to Fire Mountain.”

“No, but I’ll bet that I can beat you to the warehouse!” He took off running down the center of the street, dodging a vender that was setting up his cart for selling leather goods, ducking under the cart and narrowly missing a young girl carrying a large basket of bread. Aramil looked up at the sky. It was turning from indigo to a clear light blue and becoming much brighter. “We should hurry, the sun is just rising.” With this the elf and the young ranger began to run down the road in pursuit of the gnome. They caught up with him just as they reached the warehouse.

. . .

A small crowd had gathered at the front of the warehouse. The courtyard was filled with men in armor, stable boys, merchants, curious children and onlookers of all sorts. Everyone seamed to be standing around in groups of two of three, just waiting. As Trevan, Aramil and Gimble approached they saw the people on the far side of the courtyard quickly moving to the side as a procession approached from the dock side. It was lead by four on horseback and followed closely by a dozen or so on foot.

Sir Gleamheart was mounted on a large pure-white warhorse whose long white main and tail were bouncing as the fiery stallion pranced forward. Sparks flew from his hooves as they struck the cobblestones. The horse was dressed in the finest steel armor. His rider was dressed in full plate mail complete with gauntlets and full helmet. The morning sun reflected brightly off Sir Gleamheart’s polished shield and armor. A long blue and white banner was streaming from the tip of the lance. The symbol of Heironeous was proudly embroidered on the chest of his tunic and enameled onto his shield.

Beside Sir Gleamheart rode the cleric Pitchlight. In contrast to the paladin’s stallion, the cleric’s horse was a smaller and more sedate black gelding. This muscular horse was obviously bread for speed. It’s main and tell were cut short and it was draped in white and blue barding. Pitchlight was in chainmail from neck to foot. He had a large silver holy symbol set with several rubies hanging from his neck and was calling for everyone to clear the way.

Behind the cleric was the wizard Maylock. She rode on a brown pony with no reigns or halter. She sat upright with her arms inside her coat. She appeared to be controlling her horse by her thoughts alone.

Next to her rode Pickman on his horse, a courser that appeared to be a swift and strong dappled horse with light tack and saddle. He was wearing a large floppy hat with a large feather and a green cape. As they rode up he was smiling and chatting with several of the crowd that was following along side. When Sir Gleamheart stopped at the edge of the courtyard Pickman hopped off his horse and walked to the other side to an apple cart. He flipped a copper piece to the merchant and set cross-legged on the cobblestones. He leaned back against the wheel of the cart and began pealing the apple with his dagger as he waited for the paladin to speak.

The others pulled up beside the stallion as an aid took Sir Gleamheart’s lance. He removed his gauntlets and handed them to another aid. He carefully removed his helmet and with a flick of his head his golden hair tumbled perfectly to his shoulders. Trevan rubbed his hand over his own face feeling his beard’s morning stubble as he looked at Sir Gleamheart’s perfectly shaven face. All activity ceased. All eyes turned to watch. All ears listened intently. Sir Gleamheart looked at them all and when he spoke each man felt as if he were speaking directly to him.

“You are aware of the terrible events that befell Rockport last night. Indeed, you may have been directly affected by the tragedy. I greave for the fallen and their families.” After a pause and a slight shake of his head he continued, “The town will be rebuilt. The wounds will heal. The widows and orphans will be cared for. And the dead shall be revenged!” This was greeted with a round of cheers from all.

Gleamheart continued, “The evil red dragon, this cowardly worm named Abraxas, has caused a delay in the start of our quest, but in this unprovoked attack he has only strengthened our resolve!” More cheers. “As soon as we replenish our supplies we shall travel to Fire Mountain and destroy him where he hides. We will then take the treasure he has been stealing from the people of this land for centuries and use it to build Rockport into the world class seaport it of right should be, and would be if not for his unremitting threat to our safety. Farmers will then be free to return to the fields. Chops will flourish. Livestock will once again grow fat on the land and springtime will be blessed with new life as it was intended. The markets will be filled with produce, meat, fish, honey, milk, grain and fruit from our abundant fields. Your money pouch will be heavy with coins and gems from trade when ships come laden with the finest cloth and manufactured goods. Within a few years there will be an influx of artisans and manufacturers of all kinds. Rockport will become known to all as she is known to us. A place of natural beauty with an abundance of natural resources and, most of all, a safe place filled with friendly, hard working people. As soon as the threat of Abraxas is removed, this will again be a wonderful place to raise your families.” Gleamheart again paused and smiled as everyone cheered.

When everyone had settled down he continued, “Thank all of you for your support. Now I need to talk just to those of you who have signed on to be a part of the church sponsored quest. Would you please gather around me here. If there are any others who would like to join the quest, Pitchlight would like to talk to you. Additional positions are now available. I thank the rest of you again. Please disperse now and tell all of your friends and neighbors what you heard here this morning. Thank you.” A couple of aids helped him to dismount as a handful of people came closer and the rest of the crowd slowly left the courtyard.

“First I need to talk to the scouts,” he said. Trevan and Aramil walked over to him with Gimble close behind. Trevan looked around for the rest of the scouts and saw that no one else was joining them.

Aramil said, “Sir Gleamheart, this is Trevan.”

Trevan extended his hand. “It’s good to meet you.”

With a broad smile, Gleamheart took his hand with both of his and said, “So this is the young ranger that can track dragons through the air?” While shaking Trevan’s hand as if he were his long lost brother, he looked straight into his eyes. Somehow, looking into Gleamheart’s crystal blue eyes filled Trevan with a courage he had never felt before. At that moment, he knew that he would follow this man through the gates of hell. He had never met anyone with more charisma. Gleamheart then noticed Aramil looking around for the other scouts. His face grew somber as he released Trevan’s hand and placed a hand on Aramil’s shoulder and on Trevan’s as well. “I am afraid you are the only two scouts we have left. One died last night and the clerics were unable to resurrect him. The other three came to me last night and returned their coins. I must ask each of you now, as I will ask the others who remain, are you sure you want to continue on this quest? There will be no dishonor in resigning.”

“Yes, of course!” Trevan exclaimed. “It is the reason I came here. I will track down and kill this dragon on my own if necessary!”

“That’s the kind of enthusiasm I like to hear!” Sir Gleamheart replied. “And what about you, Aramil? Are you still committed to the cause?”

“I am.” he replied with a slight nod of his head.

“Good!” said Sir Gleamheart. “Very good indeed! I am going to have to re-provision the quest, of course, but the reason I wanted to talk to the scouts first is that there is no reason you can’t start out right away. The rest of us will follow along in a day or two, as soon as we can replace our lost supplies.” He reached into a pouch at his belt and pulled out some coins. He handed one to Aramil. “This is to replace the one you gave to Trevan.” He then turned to Trevan. “Five more shares go to you.” He placed 5 shiny new gold coins in his hand. “You should have received 6 shares to begin with, and after last night I now have these available. I have a feeling you are going to earn them.”

He then turned away to retrieve some items from his saddle bags. He continued talking, “As you know Aramil, there was some discussion about providing the scouts with horses. I have decided against it. You will be less likely to be noticed on foot, and you might have to abandon your horses should you succeed in locating Abraxas’ lair. For those and other reasons, I am afraid that you will be traveling on foot.” He turned and handed each of them a coil of rope. “These are 50 feet of the finest silk rope.” Trevan had never seen anything like it. It was pure white an only about one quarter of an inch thick. It was so light in his hand he could hardly feel it. “We picked some up on our latest travels. You will find that it will support as much weight as one inch thick hemp. You might find it useful.” He then turned back to his saddle bags and returned with four small, tightly stopper, glass bottles. He gave two bottles to each of them. They were of fine clear glass and their stoppers sealed with wax. “Keep these safe, and always within easy reach. They just might save your life.”

“What are they?” Trevan asked as he examined them closely. One had a reddish liquid and red wax seal, the other was blue tinted with tiny bubbles and a blue wax seal.

“The red one is a potion of fire resistance. I have acquired as many of these as possible. After consuming the entire contents of the bottle it should provide enough protection to save you from a single dragon breath but the protection only lasts about 30 minutes. The blue one is a healing potion. Drink it all for it to work. It should heal all but the most sever damage you might have received. Or perhaps prevent you from dying from a sever wound.

“Aramil, you know the plan. Remember, your primary job is to locate Abraxas’ lair and report back. Under no circumstances are you to engage in combat with that dragon! It will do us no good for you to locate his lair and then get yourselves killed before getting that information back to us.

“Good luck to the two of you. Get your gear together and get underway as quickly as possible. We shouldn’t be more than two days behind you.” With that Sir Gleamheart waved for the others to gather around and he began talking to them about the quest.

Trevan said goodbye to Gimble, someone came from behind Sir Gleamheart and handed Trevan and Aramil each three days trail rations. With that they returned to the inn, retrieved their gear, settled their debts, walked out the north gate, and started along the road leading into the mountains. They had gone less than a mile when Gimble came running up from behind. He had his carpet bag tied into a small bundle and strapped to his back.

“They said they no longer needed a cook,” he said. “So I gave them back their coin and decided to help you guys. Besides, I couldn’t stand the thought of you having to eat trail rations.”

So the three of them began their trek. As they headed off along the trail, a hawk circled and then landed on Trevan’s shoulder.

 

D&D 3.5 – Elves don’t have souls!

 

elvesEven after all of the years that I have been a Dungeon Master I am still being surprised by how much I never knew about this game.  For instance, I recently learned that in AD&D a raise dead spell wouldn’t work on elves (and half-orcs) because they didn’t have souls. In the games I ran I either overlooked this rule or simply missed it entirely.

From AD&D Deities and Demigods:

AD&D assumes that the anima, that force which gives life and distinct existence to thinking beings, is one of two sorts: soul or spirit. Humans, dwarves, halflings, gnomes, and half-elves (those beings which can have a raise dead or resurrection spell cast on them) all have souls; all other beings that worship deities have spirits. This latter group includes (but is not limited to) elves, orcs, half-orcs, and the other creatures specifically mentioned in the NON-HUMANS’ DEITIES section of this work.

This all changed with 3.5 which treats races all the same in regards to souls.

Here is a great “What Happens After Your Character Dies” article from the 3.5 Book “The Complete Divine”. [Link]

I think that in my house-rules I would add to this by saying that there is one exception. After the soul travels to an outer plane affiliated with the alignment or deity of the deceased, if that deity is displeased with the deceased he may be cast out. Anyone that has so displeased or angered his deity that his soul is barred from his plane will find his soul transported to Avernus, the first layer of ‘The Nine Hells’ of Baator.

Dragon Hunt – Chapter 2, Part 6 – The Red Dragon

The fog had been cleared from the town square but quickly returned. Trevan left the square and headed back towards the docks. He noticed damage caused by Abraxas at several locations. He would later learn that two towers, four buildings and two ships had been attacked. Not one ballista had been fired. The city maintained tanks full of water on each street for fire protection. The citizens had formed bucket brigades and put out all of the fires. Half a dozen citizens had been killed, twice that number seriously harmed. One city guard was missing.

He reached the warehouse. The side doors were closed so he entered through the large double doors at the end. The activity he had witnessed earlier was gone. The horses and mules were all in their stables. Their packs rested beside the stable doors. The wagons were lined up facing the open doors with their boxes and crates all tied down securely. They had barrels tied to their sides and they had harnesses and rigging arranged to allow the teams of horses to be hooked up quickly in the morning. The wagon in front was filled with ropes, tents, camping and climbing gear of all sorts. Next was the ballista wagon stacked with bolts and extra bow strings. After that was the food wagon, filled with boxes and crates of salted meats, grain, pickles, fruit, lard, other foods and cooking gear. Last of all there were three small, one-horse carts filled with hay for the horses. A fresh layer of straw was covering the floor. A few guards were walking around. Two guards were at a grinding wheel, sharpening their swords. Trevan spotted Gimble attaching light blue and white ribbons to everything.

Trevan asked Gimble if he had heard about the dragon attack. Gimble looked around to make sure no one was listening and said, “Of course. Someone ran in and told everybody what was happening. Mast of the people that were left ran out to help fight the fires. Just about everybody was already gone. They all got everything finished here a little earlier.” He looked around again and said, “I checked my gem and the silver dragon was gone.”

“Yes, I know. I’ll tell you all about that later. Where is Abraxas now?”

“I watched the gem as the red star moved around, got brighter and dimmer and then it finally went dark. They said that they couldn’t see him through the fog, so they couldn’t shoot him. A single hit from a ballista bolt might kill a dragon; two or three hits will kill it for sure. But they didn’t have time to aim. The one we are taking is slow to aim, but if the dragon lands and will stay still for a minute … Well, the ballista team has been practicing and has gotten pretty good.”

“Let’s check the gem again, just to make sure it’s not coming back.”

“Okay, but he must have been at least two miles away and traveling fast towards the mountains when it went dark.”

They went to the inside corner beside the open door and Gimble took the gem out of its leather pouch. It was glowing with a red light shining as bright as a torch! Gimble almost dropped it. Trevan readied his crossbow as they heard someone scream in the courtyard and the sound of leather wings followed by the sound of a heavy ancient dragon landing on cobblestone. Trevan thought of the potion bottle that the Starling had given him. He decided not to drink it and moved this arm to hold Gimble back into the corner. This was not necessary. Gimble was not going anywhere. They closed their eyes to a sudden blinding light as a cone of fire engulfed the line of wagons.  A moment later Trevan ran out of the doorway and saw above him, a large red scaled tail disappearing into the swirling fog. He fired into the air but hit nothing. Looking down, he could make out the distinct outline of a red dragon footprint.

The wagons were all in flames. The dry straw on the floor was burning. The fire was spreading fast. The ropes, the canvas, the hay, the bow strings, the lard, the grain was all burning. The wagons themselves were beginning to burn. Two of the guards came running out followed by two that were on fire. They dropped and rolled and, with the help of others in the courtyard, quickly had their burning clothes extinguished. They suffered severe burns over much of their bodies. Another guard fell while trying to leave the fire. Trevan ran in and pulled him to safety. Two others were caught in the blast and died in the flame.

Trevan and Gimble went to the far side of the courtyard. In a secluded area between buildings, they checked the gem. The red light was growing dimmer as it pointed west, towards the Black Mountains. They continued to watch as it grew dimmer and dimmer. The fog was beginning to lift. After a full two minutes, the light was gone.

A man ran up to the warehouse, shouting orders. The people had already started a bucket brigade to put out the fire. This new arrival stood out from the rest. He was about six feet tall. He was wearing shiny plate mail armor with a blue and white tunic. A large silver holy symbol of Heironeous was hanging around his neck. His shoulder length, golden blond hair had a natural wave and appeared to be always blowing in the wind. He had an exquisitely handsome face with deep blue eyes and a large dimple in the center of his large square jaw.

Gimble said, “That is Sir Gleamheart. I asked around and found out quite a bit about him and his three companions. They say that he grew up here in Rockport. He studied with the priests of Heironeous until he was 16. Then he joined the kings army where he distinguished himself in battle and was knighted. He returned here 6 years ago, swore allegiance to the church, and became the first paladin of Rockport. He made a name for himself by clearing the area of orcs and other monsters. Then he and his group left on a ship two years ago where they fought sea monsters, pirates, and many other terrors, if you can believe any of the stories. They returned to fight Abraxas.”

Everyone jumped to obey his every order. He sent armored guards to each corner of the warehouse to watch the sky for the dragons return. He had men break open the side doors and directed the formation of three separate lines of buckets to fight the fire. He led others to the outside walls of the stables to save the horses and mules.

Pitchlight arrived shortly after Sir Gleamheart. He knelt beside each of the burn victims, presented his holly symbol and enchanted spells that completely healed their wounds. They tore away the burned portion of their clothing and joined in the fire fight. Gimble said, “The cleric, Pitchlight, has been traveling with Sir Gleamheart since he became a paladin. Sir Gleamheart always leads the group, but he leaves the details up to Pitchlight. He is a good fighter in his own right, but his primary function is to heal them after the fights. He handles all of the financing for the group and Sir Gleamheart relies on him for planning their trips.”

After a few minutes, it appeared that the wagons were a complete loss and the building was in danger of burning. The flames were reaching the rafters and the walls were beginning to burn. Trevan and Gimble were still keeping an eye on the gem while they watched the activity around the warehouse. The fog was almost completely gone. Gimble pointed to a woman that was approaching the fire. “That’s Maylock,” he said. “The wizard of the group.” She was a short half-elf. She stood five foot two inches tall and appeared to glide as she walked. Her smooth skin was of a dark brown hue and her slanted eyes were blue-grey. It’s hard to judge the age of a half-elf, but if she had been a human one would have judged her to be about thirty two years old. “She is not friendly. Nobody likes her,” Gimble said. She was wearing a red and gold quilted silk robe with a hem that just touched the ground. Her dark hair was tied back into one long braid in the back. She had a small square hat made of the same material as her gown. Her grim expression never changed as she raised her hands to cast a spell. A large black rat peeked out from under her collar. “That rat is her familiar,” explained Gimble. “His name is Fred.” With some well practiced magical words and nimble motions of her hands she called forth a magical spell that caused the entire inside of the warehouse to experience a rapid drop in temperature. The flames were extinguished instantly. She then cast another spell that cleared the building of all of the smoke. “No one seams to know where she came from. Some say she came on a ship from some land fare to the west. She keeps to herself and spends most of her time studying her magic books, making potions and doing other mysterious things. They say the only reason she goes on their adventures is to find old magics and forgotten spell books.”

With the fire out, Sir Gleamheart and Pitchlight rushed in to check on the guards that had died. Sir Gleamheart said that he would petition the church to resurrect them, that they had been fearless defenders of the faith. Pitchlight cast spells to prevent further deterioration of their bodies. He instructed some volunteers to take them to the temple of Heironeous. Sir Gleamheart began directing the cleanup. Pitchlight began assessing the damage and taking inventory of what could be salvaged.  Maylock cast some sweeping and cleaning spells that soon had the floor cleaned down to the dirt and the ashes swept into a neat pile.

“Here comes the last member of their group,” said Gimble as he pointed towards a man running up to the warehouse. This man was  thin, about five foot six, and running as fast as he could with his sword drawn and his green cape flowing behind him. “His name is Shaster Carter. He and Sir Gleamheart are life-long friends. He has a short temper and is always quick to join any fight. He likes to drink and gamble and always flirts with the ladies. He makes no secret of the fact that his reason for adventuring is to find treasure. I am sure that Sir Gleamheart finds him useful in a fight, but he probably just wants to keep him close so he can keep him out of trouble.”

“Where is the dragon?” yelled Shaster as he spun around looking at the destruction.

“He is long gone,” said Sir Gleamheart. “Put away your sword.”

“Again? Why doesn’t he stand and fight? I don’t understand why we aren’t going after him. Taking a caravan to go after a dragon is like fishing with a club. The fish gets away and you get laughed at!”

Sir Gleamheart said, “We are taking the larger group and wagons because the church asked us to. They said they would finance this quest and I said that I would lead it.” Then to everyone that was standing around he said, “Tell everyone that is going on this quest to meet here at daybreak as planned. We will take stock of the damage this evening and announce our next steps at that time.”

 

D&D 3.5 – Iconic Sorcerer

Thinking of playing a Sorcerer ? Here is an excellent article regarding the pros and cons of playing a Sorcerer : Sorcerers with Class By Skip Williams.

Here is the information for playing an iconic Sorcerer character. Start with my post on Iconic Characters, then add this specific information.

Hit Die: d4

Class Skills: Bluff, Concentration

Class Knowledge: The planes

Spells: The sorcerer can cast any spell at any time. He doesn’t have to prepare or select his spells ahead of time, but can simply select which spell he wants to cast when he casts it. This is limited only by the number of spells of each level he is allowed to cast each day and which spells he knows. As he increases his level, he selects more known spells from the sorcerer/wizard spell list.

Special abilities: The following are the special abilities available to sorcerers. The abilities are listed under the level that they are acquired. Where an ability is described as (ref PHB), you should refer to that ability’s description in the players handbook.

1st Level
Base Attack Bonus +0, Fort Save +0, Ref Save +0, Will Save +2
Spells Known: 0 (4), 1st (2)
Spells Per Day: 0 (5), 1st (3)
Spell Penetration: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.
Familiar: A sorcerer can have a familiar. (ref. PHB)
2nd Level [1,000 XP]
Base Attack Bonus +1, Fort Save +0, Ref Save +0, Will Save +3
Spells Known: 0 (5), 1st (2)
Spells Per Day: 0 (6), 1st (4)
3rd Level [3,000 XP]
Base Attack Bonus +1, Fort Save +0, Ref Save +0, Will Save +3
Spells Known: 0 (5), 1st (3)
Spells Per Day: 0 (6), 1st (5)
Magical Aptitude: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks.
4th Level [6,000 XP]
Base Attack Bonus +2, Fort Save +1, Ref Save +1, Will Save +4
Spells Known: 0 (6), 1st (3), 2nd (1)
Spells Per Day: 0 (6), 1st (6), 2nd (3)
Ability Score Adjustment: Add 1 to any ability score.
5th Level [10,000 XP]
Base Attack Bonus +2, Fort Save +1, Ref Save +1, Will Save +4
Spells Known: 0 (6), 1st (4), 2nd (2)
Spells Per Day: 0 (6), 1st (6), 2nd (4)
6th Level [15,000 XP]
Base Attack Bonus +3, Fort Save +2, Ref Save +2, Will Save +5
Spells Known: 0 (7), 1st (4), 2nd (2), 3rd (1)
Spells Per Day: 0 (6), 1st (6), 2nd (5), 3rd (3)
Greater Spell Penetration: You get an additional +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.
7th Level [21,000 XP]
Base Attack Bonus +3, Fort Save +2, Ref Save +2, Will Save +5
Spells Known: 0 (7), 1st (5), 2nd (3), 3rd (2)
Spells Per Day: 0 (6), 1st (6), 2nd (6), 3rd (4)
8th Level [28,000 XP]
Base Attack Bonus +4, Fort Save +2, Ref Save +2, Will Save +6
Spells Known: 0 (8), 1st (5), 2nd (3), 3rd (2), 4th (1)
Spells Per Day: 0 (6), 1st (6), 2nd (6), 3rd (5), 4th (3)
Ability Score Adjustment: Add 1 to any ability score.
9th Level [36,000 XP]
Base Attack Bonus +4, Fort Save +3, Ref Save +3, Will Save +6
Spells Known: 0 (8), 1st (5), 2nd (4), 3rd (3), 4th (2)
Spells Per Day: 0 (6), 1st (6), 2nd (6), 3rd (6), 4th (4)
Lightning Reflexes: You get a +2 bonus on all Reflex saving throws.
10th Level [45,000 XP]
Base Attack Bonus +5, Fort Save +3, Ref Save +3, Will Save +7
Spells Known: 0 (9), 1st (5), 2nd (4), 3rd (3), 4th (2), 5th (1)
Spells Per Day: 0 (6), 1st (6), 2nd (6), 3rd (6), 4th (5), 5th (3)
11th Level [55,000 XP]
Base Attack Bonus +5, Fort Save +3, Ref Save +3, Will Save +7
Spells Known: 0 (9), 1st (5), 2nd (5), 3rd (4), 4th (3), 5th (2)
Spells Per Day: 0 (6), 1st (6), 2nd (6), 3rd (6), 4th (6), 5th (4)
12th Level [66,000 XP]
Base Attack Bonus +6/+1, Fort Save +4, Ref Save +4, Will Save +8
Spells Known: 0 (9), 1st (5), 2nd (5), 3rd (4), 4th (3), 5th (2), 6th (1)
Spells Per Day: 0 (6), 1st (6), 2nd (6), 3rd (6), 4th (6), 5th (5), 6th (3)
Ability Score Adjustment: Add 1 to any ability score.
Iron Will: You get a +2 bonus on all Will saving throws.
13th Level [78,000 XP]
Base Attack Bonus +6/+1, Fort Save +4, Ref Save +4, Will Save +8
Spells Known: 0 (9), 1st (5), 2nd (5), 3rd (4), 4th (4), 5th (3), 6th (2)
Spells Per Day: 0 (6), 1st (6), 2nd (6), 3rd (6), 4th (6), 5th (5), 6th (4)
14th Level [91,000 XP]
Base Attack Bonus +7/+2, Fort Save +4, Ref Save +4, Will Save +9
Spells Known: 0 (9), 1st (5), 2nd (5), 3rd (4), 4th (4), 5th (3), 6th (2), 7th (1)
Spells Per Day: 0 (6), 1st (6), 2nd (6), 3rd (6), 4th (6), 5th (5), 6th (5), 7th (3)
15th Level [105,000 Xh]
Base Attack Bonus +7/+2, Fort Save +5, Ref Save +5, Will Save +9
Spells Known: 0 (9), 1st (5), 2nd (5), 3rd (4), 4th (4), 5th (4), 6th (3), 7th (2)
Spells Per Day: 0 (6), 1st (6), 2nd (6), 3rd (6), 4th (6), 5th (5), 6th (6), 7th (4)
Great Fortitude: You get a +2 bonus on all Fortitude saving throws.
16th Level [120,000 XP]
Base Attack Bonus +8/+3, Fort Save +5, Ref Save +5, Will Save +10
Spells Known: 0 (9), 1st (5), 2nd (5), 3rd (4), 4th (4), 5th (4), 6th (3), 7th (2), 8th (1)
Spells Per Day: 0 (6), 1st (6), 2nd (6), 3rd (6), 4th (6), 5th (5), 6th (6), 7th (5), 8th (3)
Ability Score Adjustment: Add 1 to any ability score.
17th Level [136,000 XP]
Base Attack Bonus +8/+3, Fort Save +5, Ref Save +5, Will Save +10
Spells Known: 0 (9), 1st (5), 2nd (5), 3rd (4), 4th (4), 5th (4), 6th (3), 7th (3), 8th (2)
Spells Per Day: 0 (6), 1st (6), 2nd (6), 3rd (6), 4th (6), 5th (5), 6th (6), 7th (6), 8th (4)
18th Level [153,000 XP]
Base Attack Bonus +9/+4, Fort Save +6, Ref Save +6, Will Save +11
Spells Known: 0 (9), 1st (5), 2nd (5), 3rd (4), 4th (4), 5th (4), 6th (3), 7th (3), 8th (2), 9th (1)
Spells Per Day: 0 (6), 1st (6), 2nd (6), 3rd (6), 4th (6), 5th (5), 6th (6), 7th (6), 8th (5), 9th (3)
Improved Counterspell: When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.
19th Level [171,000 XP]
Base Attack Bonus +9/+4, Fort Save +6, Ref Save +6, Will Save +11
Spells Known: 0 (9), 1st (5), 2nd (5), 3rd (4), 4th (4), 5th (4), 6th (3), 7th (3), 8th (3), 9th (2)
Spells Per Day: 0 (6), 1st (6), 2nd (6), 3rd (6), 4th (6), 5th (5), 6th (6), 7th (6), 8th (6), 9th (4)
20th Level [190,000 XP]
Base Attack Bonus +10/+5, Fort Save +6, Ref Save +6, Will Save +12
Spells Known: 0 (9), 1st (5), 2nd (5), 3rd (4), 4th (4), 5th (4), 6th (3), 7th (3), 8th (3), 9th (3)
Spells Per Day: 0 (6), 1st (6), 2nd (6), 3rd (6), 4th (6), 5th (5), 6th (6), 7th (6), 8th (6), 9th (6)
Ability Score Adjustment: Add 1 to any ability score.

Dragon Hunt – Chapter 2, Part 5 – The Silver Dragon

The inn was quiet when Trevan entered. Heather, the barmaid, was talking to a couple of travelers seated at a table near the entrance. There were three shady looking characters laughing over drinks at the bar. There was no one else there. Trevan made his way to a table in the far corner near the fireplace. Heather started over to him and he called out to her that he only wanted a flagon of mead. She nodded, quickly fetched it and set it on the table in front of him. He asked if she could sit and talk to him for a couple of minutes. She glanced around and said, “Sure.” She set down and said, “Did you get signed up to go fight Abraxas?”

“Yes I did. They needed another scout.”

“I really wish you wouldn’t go with them,” she said. “I was beginning to like you.”

“I’ll be back.”

“You will be dead. And so will the rest of them. You don’t stand a chance against an ancient dragon.”

Trevan looked into her eyes. He hadn’t noticed before that they contained silver specks. In his best draconian he said, “I guess that you would know all about dragons, being a silver dragon yourself.”

Her eyes got wide and her mouth fell open. She grasped the table with both hands and looked quickly around to see if anybody was close enough to hear. Trembling slightly, she leaned closer and, in a near whisper, said, “How did you find out?”

“I can’t tell you that.”

“What do you want?”

“Like I said, I just want to talk to you for a few minutes.”

She relaxed a little, looked around the room again, and said, “Okay. What do you want to talk about?”

Trevan smiled and said, “Dragons.”

“I can’t tell you where Abraxas’s lair is, or how to defeat him. I wouldn’t tell you if I could.”

“Let’s talk about you then. Why do you live here, as a human?”

She looked up at the ceiling while collecting her thoughts. How could she explain this in a way he could understand? Finally she asked, “How old do you think I am?”

“You look to be about 26 to me.”

“I’m 789 years old. I find it quite pleasant to spend 15 to 20 years in human form from time to time. I will usually be someone inconspicuous and unimportant and work somewhere that I can hear about all the events and activities in an area. When I heard that the city was rebuilt and Abraxas was active again, I came here out of curiosity.”

“How old is Abraxas?”

“I’m not exactly sure. I believe he is close to 1,000 years old.”

Trevan didn’t know what to ask. He never dreamed that he would actually be talking to a dragon. He just knew that he couldn’t let this opportunity pass without learning more about them. He was sure that the more he knew the better prepared he would be when he faced one in battle.

“When you are in human form, what about your dragon body do you miss the most? I would guess it would be flying.”

“What a wonderful question,” she said. “In all of my years, I have never been asked that.” She thought for a second, and then said, “It’s not the flying. I love to fly, of course, but what I miss the most is not being able to hear well. You may not realize this, but compared to dragons you humans are nearly deaf. Elves are quite a bit better, but even they can’t hear as well as we can. In my natural form I could not only hear all the conversations in here, but those in the street outside as well.”

“How do your other senses compare to ours?”

“As far as your sense of sight is concerned, there is no comparison. The first time I transformed to a Human, I thought I had done it wrong. I felt like I was going blind. The human eyeball simply can’t absorb enough light. Not only can I see in total darkness, I can identify individual human faces over a mile away.

“And humans have almost no sense of smell. You can’t distinguish one person from another by smell alone. You can’t follow a sent trail, even a fresh one. Much less one that is several days old. About all your sense of smell is good for is smelling your food before you eat it.

“Your sense of taste is, well … different. You can taste subtle differences in cooked food and have an appreciation for things that taste sweet. We dragons, in our natural form, can taste those things too but they taste different to us. Sweet things have hardly any taste at all. Even in human form I have never acquired a taste for sweet things. But in dragon form I can taste things that you can’t. If you have ever put a copper piece in your mouth, you know the taste of copper. You probably didn’t like the taste. Most humans don’t. I like that taste myself. A dragon can taste the difference in all of the different metals as well as all of the different types of stones, gems and earth. We can eat them as well. As a mater of fact, we can eat nearly anything and over 90 percent of what we eat is converted to energy. We can also taste the air which is not the same as smelling it.”

“So all of your natural senses are better than ours?”

“No. Your sense of touch is much better than ours. Imagine always being in full metal armor. In human form, I enjoy bubble baths and sleeping on feather pillows. In my natural form, I can be just as comfortable laying on sharp rocks.”

“We have one other sense that you just don’t have,” said Heather. “Some call it tremor sense, but it is more than that. If you are standing on a wooden floor and someone wearing heavy boots jumps up and down on the floor, you will feel the floor vibrate. That is similar to our tremor sense. Even when standing on solid rock, we can feel the vibrations of creatures moving about, and can tell in which direction and how far away they are. If they are close, say about 200 feet or so, we can also feel the vibrations they make when moving through the air and can locate them that way. It is a favorite tactic of some dragons, when set upon in their lair by would be robbers, to cast a darkness spell that affects the entire area. Even dragons can’t see in magical darkness, but neither can their opponents. With their tremor sense and their other superior senses they quickly defeat the intruders.”

“What else can I tell you about dragons?” she asked.

“Tell me more about dragons magical spells,” said Trevan.

“We dragons are magical by nature. We can all cast spells. The older the dragon is, the more powerful its spells can be. Each individual dragon chooses which spells to learn.”

“What spells does Abraxas know?”

Just then a group of 5 people came in the front door. They appeared to be local merchants and seated themselves around one of the larger tables. Heather said that she would be right back and went to take care of her diners. Trevan sat with his mead while she fetched food and drink for them and saw to the needs of the others in the room. Before she returned another group cane in and she took care of them as well. Eventually she returned to Trevan with a fresh flagon of mead and sat back down.

Heather continued as if they had not been interrupted, “I don’t know exactly which spells he knows. I am sure that he could defeat the group that is going after him using his magic alone, should he choose to do so. He can cause you to see things that aren’t there. He can twist your mind into believing that he is your friend even to the point that you will fight others that would do him harm. He can put magical barriers in your way. He can attack you with magic missals or cause walls and ceilings to fall on you. He can add magical protections to his already near-impenetrable body. He might make himself invisible or, if you are lucky, simply teleport away. So now you see why I don’t want you to go. You don’t stand a chance against him.”

“We are going to find his lair and fight him there,” said Trevan. “That way he won’t be able to fly and will be more restricted in his movements.”

“That is insane. A dragon knows his lair like the back of his hand. He will have it guarded with deadly traps and monsters. I don’t know where his lair is, but a red dragon will most likely lair in caves and caverns in or near a volcano. They don’t normally modify the natural caves much, but he will surely have a large lair so he can fly in and out. And it will have more than one entrance, so he can always get out if someone tries to trap him inside. There may be rivers and pools of lava to cross, false entrances and dead end passages. Confronting a red dragon in his own lair is suicide. If you find his lair when he is away, and you can get past any creatures or traps, be careful not to remove any of his treasure. Red dragons are notorious for knowing the exact contents of their horde, down to the last copper piece, and they can magically locate any missing items. He will not rest until the thief is dead and he has retrieved his stolen treasure.

“But you don’t have to worry about any of that. Even if you could, some how, fine his lair, you will all be dead before you ever get that far. He can attack you from the air and …”

They heard screaming outside. Everyone jumped from their seats. Those near the door raced outside. Someone yelled, “Dragon!” Trevan drew and loaded his crossbow as he headed towards the door. There was a loud crash. The front wall exploded. Stones and debris flew. Heather grabbed Trevan and dragged him behind a table. There was a blinding flash of light. A great billowing fire belched into the room. The heat was tremendous. It was over as quickly as it began. Trevan stood and looked around. Everything was scorched. There was the strong lingering odor of sulfur. Everything in the room that could burn was on fire except for the floor, tables, heavy timbers and thick wood. These were smoldering, but the blast didn’t last long enough for them to catch fire. If all if the smaller fires weren’t put out quickly, it wouldn’t be long before everything would be burning. Trevan ran outside. He saw people that were wounded, lame, dead and dying. Women were crying. People were running in every direction. The fog was thicker than before. He looked for the dragon, but it was gone.

Heather walked up to Trevan, “I’ll be going now. You found my secret. It won’t be long before others do as well. I see that I can’t stop you from going after him, but I want to give you something that might help you survive.” She reached up as if she were opening a small wall safe. A small door opened in the air. She reached into the extradimensional space, pulled out a small item and handed it to Trevan. It was a glass bottle made of cheap brown glass with a wooden stopper tied down with thin twine, the type you would fine in the front of an apothecary’s shop, usually filled with a liniment or snake oil – that you could purchase for a couple of copper pieces. “This once belonged to a human thief. Pour the oil it contains on your chest, over your clothes or armor for the magic to take effect. It is the equivalent of two different spells, invisibility  and pass without a trace. You and all that you carry will vanish and you can move through any type of terrain and leave neither footprints nor scent. The effect last for about 10 minutes. I call it my ‘run away and hide’ oil. If you find yourself in the midst of a battle, and those around you are dying, use this and run away. With a little luck Abraxas won’t notice your disappearance and you can escape with your life. “

Before Trevan could say anything, she looked to the sky, spoke some magical words and made some hand movements into the air. A warm breeze began to circle around them. The entire town square quickly cleared of fog and blue sky appeared overhead. Then Heather transformed from a young human to a large silver dragon.

Trevan couldn’t beleave that she considered him to be such a coward. He started to protest, but all he said was, “Thank you, Heather.”

“My name is Starling.”

“Thank you Starling.”

With that, the silver dragon stretched out her wings and flew into the air. She headed south, away from the town, away from the mountains and away from Abraxas.