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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.

Dragon Hunt – Chapter 2, Part 4 – The Gnome

The ranger walked away from the table with the elf and the gnome. Trevan said to the elf, “Aramil, this is Gimble. He is an old friend of mine.” and then to the gnome, “Gimble, you are the last person I expected to see here. Did you come to Rockport just for the dragon hunt?”

Gimble said, “When I heard about it, I knew you would be here so I came to help you kill Abraxas.”

Aramil excused himself and disappeared into the crowd. Gimble continued, “Where did you pick up the elf?”

“I just met him last night. We had to share a room”

“You must have done something to impress him. Elves don’t make friends easily.”

“Well, I guess I did save his life this morning.”

“Lets get out of here,” said Gimble. “There is something I have to tell you in private.”

“Don’t you need to stay here and get ready for tomorrow? What did you say, you are the cook?”

“Yeah, isn’t that great! I get a share of the treasure and don’t even have to fight. And I can ride in the food wagon. Really, it was the only position still open when I arrived. They don’t need my help today. We loaded everything a couple of days ago. The idea is that we will use the wagons and pack animals to haul our food and supplies to his lair and to haul the treasure back to Rockport after we kill him. I have a feeling that it won’t be quite that easy.”

Trevan said, “Why did you tell him that I could track dragons through the air? I do have a hawk that can help, but nobody can track anything that is flying.”

“That is what I need to talk to you about,” said Gimble. “So you have a hawk now? That’s great.”

They continued talking about the major events of their lives as they left the warehouse. They moved along the busy dock areas. When they came to a dark alleyway they ducked in and hid between a couple of crates that were along the wall. Gimble motioned for Trevan to be silent and waited for a couple of minutes before he carefully peaked around the crates. He said, “We should be able to talk here. We are alone.”

“What’s this all about?” said Trevan. “Why all the secrecy?”

“I have something that can lead us to Abraxas.”

“What is it? You mean you have a map to his lair?”

“No. No. Not a map, a magic item. With it we can find any dragon. All we have to do is get close and it will point the way.”

“How close?”

“We will only have to be within about two miles for it to start working. It will point in the direction to the closest dragon. You can tell what color the dragon is, about how far away it is and in which direction.”

“That’s amazing. Do you have it with you now? Can I see it?”

Gimble looked around the crates again and then pulled out a leather pouch. He carefully opened it and removed the silver pendent with the gem in it. It was glowing a little brighter than a candle. He handed it to Trevan who examined it closely. He could see a silver star that was pointing away from the sea and towards the heart of the town. “How does it work?”

“When it gets within range of a dragon it begins to shine in the color of the dragon. The star shows you which direction the dragon is from you. It shines brighter as you get closer.”

“But it is shining now.” said Trevan.

“That’s because there’s a dragon in town.” Trevan started to draw his crossbow, but Gimble stopped him. “It’s okay,” he said. “It’s a silver dragon. You can tell because of the color of the light. At first I thought it might be a white dragon, but looking at it closer, you can tell it is a silver light. If it was a red dragon, the light would be red. I found the dragon it is pointing to. She has taken human form and is posing as a barmaid at the inn near the front gate.”

“I think I may have met her,” said Trevan. “That is where I am staying. Are you sure? Why would a dragon want to live among humans?”

“Who knows,” said Gimble. “At least she’s a metallic dragon. Metallic dragons aren’t evil. The only problem is this gem only shows the closest dragon. As long as she is closer to us than Abraxas we can’t tell if he’s coming. It won’t be a problem after we leave the city.”

“He wouldn’t attack the city. Not with all of those towers with all of those ballistas.” Trevan thought for a second. “Where did you get it?”

“My uncle gave it to me before he died. I don’t know where he got it. He made me promise not to tell anyone about it, but I think he would approve of telling you. You won’t tell anyone will you?”

“Not if you don’t want me to.” Trevan thought some more, then something occurred to him. “Is it possible that your uncle took this from Abraxas? They say that he started this latest rampage when someone stole a magical gem from his hoard.”

“I don’t know. I was wandering that myself. I guess it is possible. I know he spent a lot of time in the Black Mountains. If this is from Abraxas’s hoard, then he knows that someone has it and can use it to find his lair,” said Gimble. “What do you think we should do with it?”

“Lets keep it a secret for now,” said Trevan as he handed it back to Gimble. “We can use it to help this group find his lair. Then we will see if I can help Sir Gleamheart defeat Abraxas. Where is Sir Gleamheart anyway? Was he there today?”

“I don’t think so,” said Gimble. “I think I saw him a couple of days ago, but I have never met him. He is going to be leading the quest, but the church is organizing it. He is going to be there tomorrow morning to lead the precession out of the city. There is a group of four that have been adventuring together for several years. The paladin Sir Gleamheart, the cleric you just met, his name is Pitchlight, a female wizard named Maylock and a rogue named Pickman forms the group that was originally planning to go up against Abraxas alone. Now they will be leading the quest. Everyone expects that when the dragon is confronted they will do most of the fighting.”

“How much do you know about them?” said Trevan.

“Not much. They are a local group of adventurers that have been abroad and just returned to fight the dragon. This is my first visit to Rockport. I’m sure I could find out a lot more if I asked around.”

“Why don’t you do that? Find out all you can about our fearless leaders and I will see you back at the warehouse tomorrow morning.”

“What are you going to do?”

Trevan said, “I am going to talk to a silver dragon.”

Gimble smilled broadly and started skipping off in the general direction of the warehouse. Trevan headed back to the inn. A bank of fog was coming in from the sea. By the time Trevan reached the inn the fog was so thick he couldn’t see across the square.

D&D 3.5 – Dying – Nonlethal Damage – Healing

Below are quotes from my house rules Dungeons and Dragons Lite [with notes to explain the reasoning behind the rules]:

 Dying

Characters die when their negative hit point total reaches -10 or one-third of their full normal hit points, whichever is a larger value. [This is to allow higher level characters, which tend to receive larger amounts of damage, a better change of survival.]

Opponents die when their hit points reach zero. [A monster at 0 hp is dead, and you don’t have to worry about wandering around the battlefield stabbing all your unconscious foes.] There are a few exceptions;

Exception 1 – When your opponent is a PC or major NPC (as designated by the DM). In this case your opponent dies when his hit points are reduced as indicated above for player characters. [The DM needs to allow certain powerful NPCs a chance of survival. The DM should let the PCs know if an opponent they thought they had slain is only unconscious.]

Exception 2 – When a monster’s description states that it doesn’t die when it runs out of hit points. [An example is a Vampire. If reduced to 0  hit points in combat, it automatically assumes gaseous form and attempts to escape.]

Exception 3 –When your character’s intent is to subdue and not to kill. [We are eliminating the nonlethal damage rules and substituting these rules that only apply to attacks with melee weapons or weapons that deal nonlethal damage.] You must declare your intent to subdue before making your attack roll. Subdual attacks do the normal amount of hit point damage until your opponent’s hit points reach zero.  Damage from a single subdual attack cannot reduce your opponent’s hit points below -9. Your opponent will be disabled at zero hit points, unconscious but stable at negative hit points. This unconscious character does not loose additional hit points while unconscious and can heal normally. He has a 10% chance per hour of regaining consciousness naturally. If his hit point total is reduced to -10 or below for any reason, he dies.

 

Magical Healing

If a character with negative hit points receives healing, he returns to 0 hp before any healing is applied. [In other words, he’ll wake up again with hit points equal to the healing provided by the effect—a cure light wounds spell for 7 hp will bring any dying character back to 7 hp, no matter what his negative hit point total had reached.]

 

Natural Healing

A character recovers all lost hit points with one evening of rest (8 hours of sleep). [The official rule of 1 hit point healing per character level for each full night’s rest (or twice his character level in hit points for a complete day of bed rest) is more realistic, but changing this allows for less down-time between adventuring days and makes it easier to “hold up” in a cleared out dungeon room for the night and continue the next day.]

D&D – Player Character Image Gallery

 

These are the images I used for all of the different character sketches for the ready-to-play character sheets. If you are trying to decide which character type to play in your next Dungeons and Dragons game, these images may give you a little inspiration.

D&D 3.5 – Animal Companion / Familiar Character Sheets

Animal-Sheet

Animal-Sheet

This is a character sheet for animal companions and familiars for Dungeons and Dragons Lite.

This is a multi-layer PDF file. When you open it, it will be unreadable until you turn off some of the layers. To use it simply turn off all of the layers except for those that contain the information you desire.

1) For a blank sheet – turn off all of the layers except for the “Sheet” layer.

2) Turn on the layer “Animal Companion – Wolf”  for a ready-to-play wolf animal companion.

-or-

2) Turn on the layer “Familiar-Rat” for an almost ready-to-play rat familiar. It has the information filled in for a normal rat, but you will need to adjust its statistics based on your player character’s as explained in the 3.5 Players’ Handbook.pdf-xchange_1

pdf-xchange_2

Please let me know if you discover any mistakes, or if you think I should have created these differently.

UPDATE: There is now a fillable version of this popular file – Find it on this post: Animal Companion / Familiar Character Sheets – Fillable

UPDTATE 2: By request – you can now download a completely blank version (no layers) for those of you who prefer to print out a bloak sheet and fill it in by hand. Click on this link  animal-sheet-blank

D&D 3.5 – Fast-Play Character Sheets

Character-Sheet

Human-Sheet-Front                   Human-Sheet-Back

Half-orc-Sheet-Front                 Half-orc-Sheet-Back

Halfling-Sheet-Front                  Halfling-Sheet-Back

Half-elf-Sheet-Front                  Half-elf-Sheet-Back

Gnome-Sheet-Front                  Gnome-Sheet-Back

Elf-Sheet-Front                          Elf-Sheet-Back

Dwarf-Sheet-Front                  Dwarf-Sheet-Back

 

These are fast-play first level character sheets for Dungeons and Dragons Lite.

They are multi-layer PDF files. When you open them they will be unreadable until you turn off some of the layers. To use them simply turn off all of the layers except for those that contain the information you desire.

1) Download the front and back sheet for your character’s race.

2) For a blank sheet – turn off all of the layers except for the “Sheet” layer.

3) Turn on the “Class” layer for the class you are going to play to get all of the standard information, including the default equipment, for your character. You can print this out and it will be ready for you to add a background skill and to roll your ability scores. Everything for a first level character will be filled in that is not dependent on your ability scores.

4) Turn on the “Abilities” layer for the class you are going to play to get a ready-to-play character sheet. Everything except the character’s name, sex and description will be filled in and ready to use. The “Abilities” layer and the “Class” layer must both be for the same class or the numbers won’t add up correctly.

5) Optionally – on the Back sheet – you can turn on a “Sketch” layer for your character class. This will give you a drawing of your character. (These were all found on the internet, converted to black and white and scaled to fit on the sheet. They are all male characters.)

EXAMPLE: If you want a ready-to-play first level Half-orc Monk character. Download the files “Half-orc-Sheet-Front.pdf” and “Half-orc-Sheet-Back.pdf”. Open both of them using Acrobat Reader. On the Layers menu turn off (by clicking on the little eye beside the layer name) all of the layers except for these: “Sheet”, “Race_Half-orc”, “Class-Monk”, and “Abilities-Monk”. On the Back sheet, you can turn on the layer “Sketch-Monk” for a drawing of the character. Print both sheets (they are designed to print on the front and back side of a single sheet). Now all you have to do is fill in the name and sex and you are ready to play. The character’s description on the back side has been left blank for you to describe him as you see fit.

 

BEHIND THE DOUNGEON MASTER’S SCREEN

(For those of you that are interested in what I did and why I did it this way.)

For abilities I used this default ability array: 18, 16, 14, 12, 10, 8

This makes for interesting characters with everyone having some ability that they excel at and one that they are very bad at. With most of the abilities above average this makes for heroic characters.

I then assigned the abilities (highest to lowest) based on the character’s class.

Barbarian, Fighter, Monk: STR/DEX/CON/WIS/CHA/INT

Bard, Sorcerer: CHA/DEX/CON/INT/STR/WIS

Cleric, Druid: WIS/CHA/INT/STR/ DEX/CON

Paladin:  CHA/STR/DEX/ INT/WIS/CON

Ranger, Rogue:  DEX/STR/WIS/INT/CON/CHA

Wizard: INT/DEX/CON/WIS/CHA/STR

 

I tried my best to make the abilities work well for each class. I am sure others might have assigned them differently.

On a side note – I originally intended to have at least one class have an ability score of 8 (a -1 ability modifier) for each of the abilities, but I decided not to give anyone a score of 8 in Dexterity. Strictly interpreting the rules, if your character’s dexterity score is very low he is easier to hit if he is aware of the attack than if he isn’t! This is the result of a negative DEX modifier on his armor class. This reminds me of Jar Jar Binks leaning into the punches, but I think that even his flat-footed AC would be lower than his normal or touch AC.

Next I applied the standard ability score modifiers for each race.

Then, based on their ability modifiers, I modified or calculated:

– Saving throws

– Initiative (Dex)

– Armor class (Dex) [and (Wis) for monks]

– Hit points (Con)

– Melee weapon attack (Str)

– Ranged weapon attack (Dex)

– All of the skills [I selected a skill that I thought would be useful for a background skill]

– Loads (Str)

I also gave the classes these default Alignments:

Barbarian, Chaotic Neutral / Bard, Chaotic Good / Cleric, Matches his Deity / Druid, True Neutral / Fighter, Lawful Neutral /Monk, Lawful Neutral / Paladin, Lawful Good / Ranger, Neutral Good / Rogue, Chaotic Neutral / Sorcerer, Chaotic Neutral/ Wizard, Lawful Neutral

 

A lot of people are not familiar with multi-layer PDF files, but if you have any trouble turning layers on and off just let me know.

This gives you a total of 77 different ready-to-play characters.

Please let me know if you discover any mistakes, or if you think I should have created these differently.

D&D 3.5 – Wars: Mass Combat Rules

War_book_cover

D&D Wars – Front Cover

[There is an updated version of these rules available here: D&D Wars ]

Download these mass combat rules here (free): WAR

D&D Wars is a supplement to third edition Dungeons & Dragons that provides a set of mass combat rules for conducting battles with units as small as one to armies numbering in the thousands. D&D Wars are not simply armies making battle with each other. It is armies intermixed with monsters and NPCs. Added to this mix is a group of PC heroes doing what they can to change the tide of the war.

–My goals in creating these rules —

– The rules must be compatible with Dungeons and Dragons version 3.5.

– There must be rules for creating armies comprised of units of various sizes and compositions.

– It must have consistent rules for scaling the battle from a small group of villagers with torches and pitchforks all the way up to epic battles with thousands of soldiers on both sides.

– The rules must accommodate individual monsters wandering across the battlefield as well as other NPCs and PCs that are not part of the units.

– It must use standard combat rules without modification as far as possible.

– To this end:

  • It uses a standard 6 second combat round.
  • Creatures occupy the standard amount of space. The size represented by a 1” square is larger than the standard 5 ft (15 ft. being typical). Thus accommodating larger size armies.
  • Movement, Armor Class, Hit Points and Attacks/Damage for individual creatures that are not a part of a unit remain unchanged.
  • Movement, Armor Class, Hit Points and Attacks/Damage for one counter (representing several creatures that cover 1 square as part of a unit) will be the same as for a single standard creature. That way when counters of one unit attack counters of another unit, standard combat rules apply with very few exceptions.
  • Individual creatures that are not in a unit can attack, and be attacked by, the creatures in a unit. In either case it will be creatures attacking creatures. A simple conversion is done to calculate the amount of damage.
  • To speed up play, because of the potentially large number of units, monsters, NPCs, siege weapons, and PCs involved, each of them is restricted to only one action (move, attack or defense) each round. Also creatures with multiple attacks each round (except for PCs) will get only one attack action.
  • Then of course there must be special morale rules and rules for how to handle magic spells cast by or against units.
  • Throw in some rules for siege engines and I’m done.

Before creating these rules, I tried to find out if someone else had already done this, and I found several who had.

First, there are several excellent wargame systems. A mass combat system for an RPG and a wargame are not the same thing. Excellent wargames don’t necessarily deliver as RPG mass combat systems so I passed on them.

Second, I found several homebrew systems. Most of these are of the “treat a unit as a really large monster” variety. These all work for their games, of course, but most fall short of what I was looking for.

Third, there are a few serious, published attempts at creating RPG mass combat rules.

The best of these are described below in no particular order.

__________________________

Adamant Entertainment’s “Warpath

This is a Pathfinder supplement.

Even though it is not specifically for v3.5 it is close enough with only minor adjustments.

What I like:

It is an excellent, well thought out system. It uses a clever idea of making each 1” square represent 10 feet and each unit be represented by a 3”x6” index card.

It also contains information on the upkeep of an army, mustering armies, supplying an army and siege warfare. There is an alternate way to quickly resolve mass combat in only a few rolls of the dice.

It uses a standard 6 second combat round.

It is well presented and I got a lot of good information from here.

Why I didn’t use it:

It assumes that the PCs are commanders of the army, or at least unit leaders. There are no good rules to allow a PC to act independently from the unit (other than being a solo unit).

There are no rules to deal with units in combat against individual monsters or heroes.

It doesn’t scale well for different size battles. The rules for larger battles are unsatisfactory. It simply recommends that you use larger unit cards and to “be sure you have the space available” for all of the additional space it will take up on the battle matt.

_____________________________________________

Mongoose Publishing’s “Mass Combat

This is a supplement to Conan The Roleplaying Game which is v3.5 compatible.

What I like:

This is one of the best set of rules that I found. It does a good job of integrating v3.5 rules into a set of mass combat rules.

They have good rules for resolving magic use against units and for war machines.

It treats units as a group of counters, with each counter representing a number of individuals.

It uses a standard 6 second combat round.

Why I didn’t use it:

It relies heavily on unit formations, unit faces and a special “surge” attack. I wanted to avoid having facing rules. D&D 3.5 has no facing rules for creatures, so I didn’t want to introduce this into my mass combat system.

It is a little vague on how much space a counter covers.

Units do not make saving throws, but always take the average amount of damage they would have received if each individual had made a separate saving throw.

There are no rules to deal with units in combat against individual monsters or heroes.

__________________________________________________________

Wizards of the Coast’s “Complete Warrior

This official D&D accessory contains a chapter on Fantasy Warfare.

What I like:

It has a very good overview of how one can integrate warfare into a standard D&D campaign.

It has a good list of ways PCs can tern the tide of battle, with a table of possible missions and mission complications.

It would be good to use if the war is simply going on around the PCs.

Why I didn’t use it:

It doesn’t have any mass combat rules.

__________________________________________________________

Udo’s D20 Mass Combat

This is a small (5 pages) document that attempts to bring mass combat to d20 games.

What I like:

It scales up nicely. One 1 inch square can represent a 5, 25 or 100 ft. square.

It uses standard rules for the most part.

Why I didn’t use it:

It uses a 0-10 scale for health and attack damage, rather than standard hit points.

Any monster or character would have to be converted to the 0-10 FSP (Force Strength Points) system for both hit points and attack damage.

The system, although workable, is a little too rules light for my taste.

__________________________________________________________

Races of War’s Mass Combat Minigame

A 3.5e Sourcebook

“It’s a mini-game inside regular 3.5e that has been designed for simplicity and a minimum of bookkeeping.”

What I like:

It introduces a morale score (similar to Hit Points). When the unit’s morale score reaches 0, the unit flees form the battlefield.

Why I didn’t use it:

It uses squares that represent 50’ x 50’. This is workable, but I wanted more flexibility for larger or smaller armies.

It doesn’t use a simple initiative order, but each army acts in an order depending on its position and type of attack.

The rules for attacking a unit with spells (other than damage causing spells) are turned into damage causing spells or have no effect.

It has no rules for anything other than units or PCs (No rules for monsters or siege weapons for example).