Dungeon Master Assistance

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Dragon Hunt – Chapter 1, Part 5 – Dragon Attack

On the day Trevan and Kaylan left to track the kobold, just a little before noon in the small village of Hetsdale about 50 miles north of their cabin, a gnome was laying on a small stack of firewood. Beside him was a larger stack of un-cut logs. The ax he had been using was on the ground. He was watching a kitten chasing a leaf.

His appearance was typical for a gnome. He was about three and a half feet tall. He had light tan skin, light grey hair and a short, carefully trimmed beard. His nose looked too big for his face. He was wearing a dark brown leather vest and matching knee-high boots. His shirt was light blue-grey with red and green beads tied to the bottom fringe. His breeches were made of alternating stripes of red and green cloth.

The leaf that the kitten was chasing was staying just out of reach. As the gnome moved his finger, the leaf would make a corresponding move. It landed on a small pile of leaves. The kitten crouched down and got ready to pounce on it. The gnome uttered a couple of well practiced magical words. Just as the kitten jumped, a sound came from under the leaves. It was a “snap” about as loud as someone snapping their fingers. The kitten changed directions in mid-air. Its hair stood straight up and it fell over itself trying to run backwards. It took off down the dusty street as fast as it could. The gnome laughed so hard he fell off the stack of firewood.

He was still laughing when he noticed a faint glow through his shirt. It was coming from a gem mounted on the pendent he wore around his neck. He pulled it out to look at it. He watched as the glow became steadily brighter. Looking closer he could see that the star inside had turned a ruddy color and was pointed to the west. It was still getting brighter.

The trade-stone sized gem, about one quarter of an inch across, was mounted in the center of a 3” diameter silver pendant in such a fashion that it could be seen from either side. It was a dying gift to him from his uncle.

He pulled the chain off his neck and put the pendant and chain into the front pocket of his vest so no one could see the glow. He ran into the blacksmith shop where he worked and yelled, “Enard! We have to get out of town right away, a dragon is coming!”

Enard was a six foot tall human. He was hammering on a white-hot bar of metal “Don’t bother me now, Gimble. Go back to work,” he said without looking up. “I don’t have time for whatever game you are playing.” He kept on hammering.

“But . . . “

“Back to work I said!”

Two years earlier Gimble had been caught leaving Enard’s shop one night with his arms full of new swords and knives. He admitted picking the lock and taking the items, but he insisted that he was only borrowing them for an elaborate prank he was planning. He was sentenced to work for Enard for 3 months. Enard and Gimble become close friends and Gimble continued to work for Enard after his sentence was over. He was the closest thing Gimble had to a family.

Gimble’s uncle had made him promise to keep the gem and its magical abilities a secret. Now a dragon was coming and there was no way to convince anyone without telling them about the gem. Everyone else in the small village was human and, like Enard, would not take Gimble seriously. Perhaps nothing would happen. The dragon might just be passing over. Gimble was much too frightened to stay and find out. He ran to his room in the back and threw his possessions into a carpet bag. He looked at the gem again. It was glowing brightly now. He ran as fast as he could to the trees closest to the town. He hid himself and his bag behind a tree and waited.

When people began to notice the large dragon silhouette in the sky to the west, they called others who called the children to all come out and look. It wasn’t often one saw a dragon fly by and it looked like it was going to pass directly overhead. As it got closer it became obvious that this dragon wasn’t going to just be flying over. It dove and began flying very close to the ground. When it reached the town, it circled once. The wind from his leathery wings blew the laundry from the clothes lines and the chairs from the porches. It blew up a cloud of dust as it landed in the center of the town square.

The women, children and faint of heart all ran inside and bared the doors. The horses in the corral nearest to the center of town all started kicking into the air in panic. They broke down the rail fence and ran off in several directions. Many people, the youngest and weakest in character cowered where they were standing. Only the bravest stayed their ground. Among them was Enard the blacksmith. Gimble watched from his hiding place behind the tree.

What he saw was a huge reptilian creature with red scales. Standing on all 4 feet, it was over 20 feet tall at its shoulders. It gracefully folded its huge wings over its back. The scales that covered its body formed a ridge down its back that continued down the length of its tail and up the back of its long neck to divide at the back of its head becoming two rows of horns, one along each side of its head. It spoke with a deep and thunderous voice, “I am the Abraxas, the Indestructible! I have come to honor your village with my presence. All I require from you is your gems and jewelry. Also all coins, precious metal, works of art, magical items and all other items of value. You will place them here before me so I may examine them.”

Everyone stood frozen in place, frightened and not quite understanding what was going on. The dragon reared his head, filled his mighty lungs with air and blew from his mouth a tremendous cone of fire. The men sanding near felt a wave of heat pass over them from the blast as it struck an unoccupied area between them. They shielded their faces from the heat and bright flash of light from the fire. An instant later it was over. The smell of sulfur hung in the air. A roughly circular area about 40 feet in diameter was blackened and smoke was rising from it into the air.

“You have one hour to fully comply,” the dragon said. “Obey and I will leave you and your village unspoiled. Try to keep any gems or any other treasure for yourself and I will kill all of you and burn your village to the ground. Start bringing me these items now!”

Gimble remained hidden and watched as all of the people in the village began running into their homes and shops. They quickly gathered their valuables and one by one they ran out to the dragon and dropped them in front of him. The dragon picked up each gem stone and, after careful examination, placed them in a row on the ground. He noted, but paid little attention to, the coins and other valuables.

After only a few minutes, all of the village’s treasure lay at his feet. Everyone who could overcome his or her fear stood back away from the dragon and waited. The dragon looked at them and at the pile of coins and jewelry and the row of gems. There were also a couple of swords, a suit of chainmail armor and a gold-trimmed mirror.

“Someone is holding back,” he said angrily. “There is someone here who has the gem that I am looking for. The one who has it knows what I want. Bring it to me now, or everybody dies!”

Gimble put his hand on his pendant. The dragon must somehow know about his magical gem. This must be what he was looking for. He gathered up all of his courage and decided he would give it to the dragon to save the town. Just as he was about to step out from hiding, he saw Enard climbing onto the roof of the blacksmith shop, out of view from the dragon. He was wearing a suit of light armor and carrying a longbow. He steadied himself on the roof then stood up and fired an arrow at the dragon. At the same time that he released the arrow he yelled, “Now!” and a few other armed and armored villagers stepped out to begin their attack on the dragon, three men with bows in front and two with swords behind. Enard’s arrow pierced the dragon’s side and he quickly readied another. Before the other men could react, the dragon attacked. A cone of fire caught all three of the men in front and the dragon’s tail hit the other two as they ran. Only one of the men that were caught in the fire survived. He dove to one side, tumbled to his feet and fired an arrow that struck a glancing blow off the dragon’s left wing. The two men behind were thrown by the massive tail some 60 feet and crashed into the side of a building. They didn’t move from where they landed. Enard fired another arrow. It hit the dragon’s shoulder, but did little damage. The dragon moved his hands in an odd way and spoke some words directed towards Enard. Gimble recognized this as a magical spell, but it was not one he had heard before. Enard stood motionless. It was as if he were frozen. He couldn’t move a muscle. The remaining archer fired another arrow, but it missed completely. The dragon unfolded his wings, took a wing assisted leap in the direction of the scorched archer and crushed him to death with one huge rear foot. Without pausing, he pushed off into the air and flew over to the roof where Enard was left like a statue with a fresh arrow in his bow.  He dropped his bow and began to scream when the dragon snatched him off the roof and began circling higher and higher above the town square. Grabbing him must have broken the spell for he was thrashing about, trying to get loose from the vice-like grip the dragon had on him.

The dragon dropped him to his death from high above the street. Gimble turned away but heard the scream that ended abruptly with a loud thud. Gimble crept away, as the dragon proceeded to destroy the town. He crawled for some distance before he felt safe enough to get up and began to run. After about an hour, he turned and looked back. Above the forest trees he could see a column of smoke. There was no wind that day and the smoke was rising straight up. Then he saw the unmistakable silhouette circle the smoke before it flew off to the south.

He pulled out his pendant. Its light was dimming. The red star inside was pointing to the south, following the path of the dragon. Gimble decided to follow the dragon. The gem continued to glow dimly for a couple of hours before it went dark. He cut across to meet up with the road and followed it south all the rest of that day and most of the next. Near sundown he came to a clearing with the burned remains of a cabin some distance away from the road. He called to a badger he saw near the edge of the forest.

Gimble was a gnome that could talk to burring animals. Only about half of them can. It always frustrated him to talk to badgers; they are so dumb. It sometimes takes a few minutes just to say hello. This badger was mostly interested in a fresh batch of sweet wild onions he had found. After a few minutes Gimble was finally able to piece a story together. The dragon had landed here and burned down the place. There are two occupants in the cabin now, who came after the dragon left.

Gimble was dragging his carpet bag up the hill toward the cabin and called out to whoever was there. A human came out first and then a kobold. Gimble had always hated kobolds but before he could react, the kobold dashed back into the cabin and returned with a crossbow and fired at him. He felt the sharp pain in his shoulder before he passed out.

D&D 3.5 – Iconic Barbarian

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

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

Hit Die: d12

Class Skills: Climb, Intimidate, Jump, Swim

Class Knowledge: Geography

Illiteracy: Barbarians are not illiterate unless the player wants to play them that way.

Alignment: Barbarians are not required to be of a non-lawful alignment. Any alignment, or no alignment, is okay.

Special abilities: The following are the special abilities available to barbarians. The abilities are listed under the level that they are acquired.

1st Level
Run: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.
Fast Movement: Add +10 to speed (except when wearing heavy armor or caring a heavy load).
Rage 1/day: once a day, temporarily gain a +4 STR bonus, a +4 CON bonus, and a +2 morale bonus on Will saves, but take a –2 penalty to Armor Class. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) CON modifier. At the end of the rage, he loses the rage modifiers and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.
2nd Level
Uncanny Dodge: Retain Dexterity bonus to AC (if any) when flat-footed.
3rd Level
Athletic: You get a +2 bonus on all Climb checks and Swim checks.
Trap sense: +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
4th Level
Ability Score Adjustment: Add 1 to any ability score.
Rage 2/day: Rage as above, but you can now rage up to 2 times per day.
5th Level
Improved uncanny dodge: Can not be flanked.
6th Level
Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
Trap sense +2: As above but +2 to Reflex saves and AC vs. traps.
7th Level
Damage reduction -1: Subtract 1 from damage received from a weapon or a natural attack.
8th Level
Ability Score Adjustment: Add 1 to any ability score.
Rage 3/day: Rage as above, but you can now rage up to 3 times per day.
9th Level
Diehard: When reduced to between -1 and -9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round. When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
Trap sense +3: As above but +3 to Reflex saves and AC vs. traps.
10th Level
Damage reduction -2: As above but -2 to damage.
11th Level
Greater rage: As Rage above but STR and CON bonus becomes +6, and Will saves bonus becomes +3. The penalty to AC remains at -2.
12th Level
Ability Score Adjustment: Add 1 to any ability score.
Great Fortitude: You get a +2 bonus on all Fortitude saving throws.
Rage 4/day: Greater rage as above, but you can now rage up to 4 times per day.
Trap sense +4: As above but +4 to Reflex saves and AC vs. traps.
13th Level
Damage reduction -3: As above but -3 to damage.
14th Level
Indomitable will: While in a rage, +4 bonus on Will saves to resist enchantment spells.
15th Level
Persuasive: You get a +2 bonus on all Bluff checks and Intimidate checks.
Trap sense +5: As above but +5 to Reflex saves and AC vs. traps.
16th Level
Ability Score Adjustment: Add 1 to any ability score.
Damage reduction -4: As above but -4 to damage.
Rage 5/day: Greater rage as above, but you can now rage up to 5 times per day.
17th Level
Tireless rage: No longer become fatigued at the end of a rage.
18th Level
Toughness: You gain +3 hit points.
Trap sense +6: As above but +5 to Reflex saves and AC vs. traps.
19th Level
Damage reduction -5: As above but -5 to damage.
20th Level
Ability Score Adjustment: Add 1 to any ability score.
Mighty Rage: As Rage above but STR and CON bonus becomes +8, and Will saves bonus becomes +5. The penalty to AC remains at -2.
Rage 6/day: Mighty rage as above, but can now rage up to 6 times per day.

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.