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Dragon Hunt – Chapter 1, Part 8 – Orcs

As Summer passed into Fall, the three came near to finishing the cabin. The walls were up, the roof was almost complete. Trevan and Gimble would only see Yeark after the sun went down each day. And when they woke up each morning they would find that Yeark had cleaned the cabin and neatly organized their work areas, put their tools away and swept. On days when the weather kept them from working on the cabin, Trevan would work on building crossbows, like his father taught him. He found that Yeark quickly learned to help him with this work too and became quite proficient as a crossbow craftsman. Yeark made a small, kabold sized, crossbow for himself. Gimble didn’t like the idea of the Kabold being allowed to have any weapons, but Trevan seamed to trust him. The only real problem Trevan or Gimble ever had with Yeark was his annoying tendency to build traps everywhere. Some of them were useful, like the small traps he set that kept their cabin free from rats and insect traps that killed wasps, flies and spiders. But traps like the one Treven set off when he walked out through the door one day were a real pain. That one caused the shelf that held the pans to fall and created such a loud noise that Trevan thought he was going to have a heart attack. Trevan tried to get Yeark to stop making traps, but the best he could do was get a promise that the traps he made would cause no harm. Trevan eventually got better at spotting the traps, but Gimble really had a knack for finding and disarming them.

One evening, just after sundown, a marauding band of orcs was sneaking up behind the cabin when they stumbled upon one of Yeark’s warning traps. When they stepped on a concealed pressure plate a whistling thistle was shot into the air. The whistling thistle was a local plant that produced seed pods that make a loud whistling noise when thrown. This alerted the three in the cabin and startled the orcs. There were four of them and they stood about six feet tall. They walked hunched over and each carried a large war ax. They had dirty black hair and were very pig-like in appearance with low foreheads, and large canines protruding from their lower jaws. They were dressed in ragged leather armor and were moving very quietly before setting off the alarm. It took them a few seconds to realize what had happened. Once they regained their composure, they gave up any pretence of stealth, let out a loud war cry, and ran up the hill at full speed.

Inside the cabin, it took only a second for them to realize what had happened. Gimble quickly looked outside while Trevan and Yeark each grabbed up their crossbows and a handful of quivers. Gimble yelled “Orcs!,” dove for his carpet bag and pulled out three short swords. He tossed one to Trevan, hesitated a second, then tossed one to Yeark. “We might need these,” he said. Trevan and Yeark ran outside, around to the back of the cabin, and quickly fired at the approaching orcs. Gimble took a second to pull a chain shirt from the bag and slip it on.

The bolts from the two crossbows sang as they flew through the air at the same time and both hit the lead orc. He fell face forward and the other three continued up the hill without a pause. Trevan quickly loaded another bolt and fired while Yeark was still fumbling with his, trying to get his small bolt seated and the mechanism cocked. Trevan’s bolt landed where it was aimed, but the orc it hit never slowed down. Gimble ran around the side of the cabin wearing his chain shirt and swinging his sword. Yeark gave up on his crossbow, threw it down and picked up his sword. Trevan managed to fire once more, but in his haste, completely missed his target. He grabbed his sword just as the orcs were upon them. The orc in front reached Trevan first. Trevan felt the air fanned by the ax blade as it swished past his ear while he struck the orc with his sword. His orc screamed and grabbed his wounded side with one hand while preparing to strike again. The kabold took his short sword in both hands and charged the second orc. His sword pierced the orc’s armor and poked a hole in his stomach. This orc swung wildly at Yeark but only managed to hit the ground as he passed. Gimble ran to the third orc and was nearly knocked off of his feet when the orc’s ax glanced off his chain shirt with a shower of sparks. Gimble staggered and hit as hard as he could with his sword, but it only cut a new gash in his orc’s already badly cut-up leather armor. Yeark took another stab at his bleeding orc but was unable to connect while his orc, swinging his ax back-handed, hit the small kabold with the flat side of the ax which sent him flying through the air. He landed some distance away, unconscious. Trevan stabbed at his orc again but missed. His orc, while holding his wounded side with one hand, swang at Trevan. Trevan jumped back but the ax cut a long streak across his chest. Fortunately, the cut was only superficial. The orc that had dispatched Yeark, now turned on Trevan. He swang his ax and Trevan ducked at the last second, just avoiding loosing his head. Gimble hit his orc again and this time drew blood, but Gimble was hit by a solid ax blow. If he hadn’t been wearing his chain shirt this blow would have proven fatal to the gnome. It cut through the chain links and cut deeply into Gimble’s side. He fell and was wounded to badly to get up. This left Trevan alone facing three angry orcs. The orcs looked at each other and grunted something in their guttural language. They all laughed at what they thought was a good joke and turned to attack the lone human boy with their axes held high. Trevan took a couple of steps back and then stood firm, determined to die before he would run. Bracing for their attack, he noticed that the fourth orc had now recovered from the crossbow bolts enough to get to his feet and was coming to join in the fight.

Gimble was able to lift himself up enough to cast a spell on the weeds and vines that covered the ground just in front of the orc that was running up the hill. The orc failed to notice the vines rising up about two feet off the ground just in front of him and fell again as his feet became tangled in them.

Just then Trevan heard something behind him. Coming around the cabin was another large creature, yelling some sort of war cry and swinging a great sword. Trevan thought, “great, more orcs.” The orcs in front of him stopped and stared at the newcomer. This was no orc. This was a human, albeit a large one. He was dressed in animal hides and pushed Trevan aside as he rushed past and attacked all three orcs with a vengeance. With one great swing of his large sword he felled one orc and wounded another. Then he spun around and buried his sword into the third. As he pulled his sword from the body, the orc he had only wounded hit this stranger in his shoulder with his ax. His animal hide coat absorbed most of the ax blow. With a loud cry the human jumped into the air. With hilt in both hands, he came down sword first and sliced the third orc nearly in two. This wild man quickly jumped up with a fiery look in his eyes and a snarl on his lips and spun around looking for another foe, Ignoring Trevan and Gimble as if they weren’t there.

Trevan suddenly recognized this man as Ozur, the barbarian that had passed this way with a wagon full of children. In his current state he bore very little resemblance to the mild mannered man he had met then.

Ozur spotted the last orc, who had untangled his feet from the vines and was coming up the hill to join the fight. When he saw this wild man running towards him with his bloody sword and the dead orcs behind him, he turned and ran away as fast as he could. Ozur chased him to the bottom of the hill where he disappeared into the woods. With one last warning scream at the fleeing orc, Ozur turned and returned to the top of the hill.

Gimble managed to stand. Trevan picked up the still unconscious Yeark. The four of them went into the cabin and barred the newly finished door. Ozur sat on the floor and leaned back against the wall, exhausted. Trevan checked Yeark for wounds before tending to his own. Yeark would be out for a while. Trevan helped Gimble bandaged his wounds and offered to tend to Ozur’s shoulder. At first, Ozur wasn’t even aware that he had been wounded. He thanked Trevan, but said that he would take care of it himself. He took some herbs from his pouch, spit on them to make a paste and applied it to the cut on his shoulder.

Once they had recovered from the excitement and tended to their wounds, Trevan turned to Ozur and said “Boy am I glad that you came by when you did. You saved our lives! I’ve never seen anyone fight like that. I almost didn’t recognize you. How did you learn to fight like that?”

“No one taught me,” said Ozur. “Something just comes over me when I get mad and I go into an almost uncontrollable rage.” Looking over at Yeark, he continued, “Why are you saving the kobold?”

Trevan thought for a second, and said, “He is my servant. . . It’s a long storey.”

“Do you have a lot of orc raids here?”

“No. This is the first time they ever tried to attack us here,” said Trevan. “We have seen orcs in the woods, but they have always just been traveling through. We never had any problems with them before.”

Ozur said, “The folks down in Morningside said that orc raids were increasing down there. They say that they are moving up from the south for some reason.”

Ozur removed his leather over coat, his leather under coat and his two shirts. Then he tore off a strip of cloth from the bottom of his long shirt and tied it around his shoulder wound. “How are you going to kill a dragon when you can’t even handle a couple of orcs? Or have you taken my advice and given up on that idea?”

“I don’t know how,” said Trevan. “All I know is that someday I will kill that dragon that killed my parents.”

“You certainly have the courage,” sad Ozur. “I know very few men that would face off against three full grown orcs like you did.”

“Except for you!” said Gimble. “You just charged in and whipped them all! It was great!”

“I wouldn’t have,” said Ozur, “if I had thought about it. I just saw Trevan was in trouble and, well, you saw.”

Gimble said, “I’m with you, Ozur. I don’t even think that a dragon can be killed. I saw Abraxas shot with an arrow that would have killed a large bear and he didn’t even act like he noticed.”

“Oh, they can be killed all right,” said Ozur. “Where I come from we kill them all of the time. Of course, they are white dragons, which are small compared to red dragons.” He reached into his pocket and pulled out a large knife with a 6 inch dragon tooth handle. “This tooth is from one that I killed.”

Trevan’s eyes got big. He set up straight, inched closer to Ozur and asked, “You killed a dragon? How did you do it? Tell me about white dragons.”

“Well,” said Ozur, “like I said, white dragons are only about half the size of red dragons and they are not nearly as smart. They only live where it’s cold most of the time. They like ice and cold. As a mater of fact, their breath weapon isn’t fire, like the red dragon but a cone of cold that freezes everything it touches. You are right about a single arrow not being enough to bring down a dragon. That is why it is so hard to kill one while it is flying. But, if you can get it to land, sometimes you can hit it with enough swords, spears and the like to kill it. Sometimes we would find one in its lair, where it couldn’t fly, and kill it there. That’s how I killed this one,” holding up the dragon tooth. “But a red dragon is an entirely different matter. First of all, they are really big and really smart. Abraxas is probably the biggest and the smartest of all. He won’t just land and fight a fair fight. The next thing about red dragons is their magic. White dragons, if they are old enough, can do things like control the weather and create magical walls of ice, but red dragons can cast all kinds of magical spells.”

“What if we catch it in his lair so he can’t fly?” asked Trevan. “Like you said you did with the white dragon?”

“Well,” said Ozur, “you have to find it first. Like I said, white dragons aren’t all that smart and their ice caves aren’t that hard to find if you know what to look for.”

Trevan said, “I heard that Abraxas has his lair in a mountain under a volcano.”

Ozur said, “A dragon like Abraxas hasn’t lived as long as he has by making his lair easy to find. You can be sure he has it in a well hidden spot. He may have even used magic to hide the entrance. You might walk right by it and never see it. If you could find it, it may have other monsters guarding it and warning Abraxas of intruders, and he has probably placed traps to kill unwelcome guests. If you did manage to get past all of that there is one more thing have to remember about red dragons.”

“What’s that?” said Trevan and Gimble at the same time.

“He breaths fire.”

After a few minutes, Trevan asked, “What happened to all of those kids you were carting around?”

Ozur pulled out a large leather cloth and began to clean his sword. He said, “When I got them to Morningside I was almost arrested. They thought that I had stolen the children and was trying to sell them. They call my kind ‘barbarians’ and look down on us. If it wasn’t for Drizzle, you remember her?”

“Yes, I remember Drizzle,” Trevan said.

“I remember her too,” chimed in Gimble, “Cute kid.”

Ozur continued, “Well if Drizzle hadn’t told them what had happened I would have had to fight my way out of there. Some nice families took in all of the kids. Drizzle, against my advice, was adopted by a family of mages. They said that they would train her on the use of magic. They said that she had a knack for it. I’m still not sure if I did the right thing in leaving her with them. I don’t generally trust magic users.” As he said this he glared at Gimble. “I was on my way back north to my homeland. I was just stopping here to say hello when I heard the fight.”

Yeark regained consciousness the next morning. Everyone’s wounds healed quickly. Ozur stayed for a few days, just to make sure that more orcs didn’t show up. He gave Trevan and Gimble some tips on fighting with swords. After Ozur left, they practiced with their swords a little every day. They made themselves practice swords out of wood. They found that Yeark was quite good with a properly sized sword. He had been trained in sword play from a very young age. Yeark practiced with his crossbow. They all kept an eye out for orcs.

D&D 3.5 – Iconic Druid

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

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

Hit Die: d8

Class Skills: Handle Animal (Cha), Heal (Wis), Listen (Wis), Spot (Wis)

Class Knowledge: Nature

Spells: A druid casts spells drawn from the druid spell list. However, he can’t cast spells that contain the “Evil” descriptor.

Druid Spells Explained

As a Druid, to cast a spell you have to prepare it. The druid must choose 1 hour of the day, in which he will have to meditate, in order to have his God grant him the spells. Unlike wizards, it doesn’t matter if he has slept or not. This is when he chooses which spells he can cast that day.

To cast a spell, the druid needs a Wisdom of 10+the spells level. (Not the casters level, the spells level) which means that, for example, if he had a Wisdom of 16 he could cast no higher than 6th level spells.

The saving throw difficulty class (DC) of his spells is 10 + the level of the spell + the druid’s Wis modifier. For example, if a 5th level druid with a Wisdom score of 16 throws a Hold Person spell. That is a 2nd level spell and his Wis modifier is (based on his Wisdom score of 16) is +3. So the DC for that spell will be 10+2+3 for a total of 15. The creature that he cast that spell on will have to make a will save of 15 or higher to resist the spell.

Druids, know every spell on the druid spell list, of the maximum level of spells they can cast.

A druid also may get more spells according to his Wisdom, refer to Table 1–1: Ability Modifiers And Bonus Spells. For example, if he had 16 Wisdom he would get 1 additional 1st, 2nd and 3rd level spell.

To prepare your spells:

Simply choose your 0, 1st, 2nd, 3rd etc. level spells depending on your druid’s level. If you have a high Wis. Score select any additional spells you are allowed. For example, if your Wis is 16, you can select 1 additional 1st, 2nd and 3rd level spell.

Note: there is no need to choose any summon nature’s ally spells. That’s because you can transform any prepared spell into a summon nature’s ally spell of the same level. This is called Spontaneous Casting. For example, a druid who has prepared repel vermin (a 4th-level spell) may lose repel vermin in order to cast summon nature’s ally IV (also a 4th-level spell).

Special abilities:

The following are the special abilities available to druids. 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
Skill Focus (Handle Animal): You get a +3 bonus on all Handle Animal checks
Animal  Companion: (refer PHB)
Nature Sense: +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy: Can improve the attitude of an animal. (refer PHB)
2nd Level
Woodland Stride: (ref PHB)
3rd Level
Skill Focus (Survival): You get a +3 bonus on all Survival checks
Trackless Step: Leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.
4th Level
Ability Score Adjustment: Add 1 to any ability score.
Resist Nature’s Lure: +4 bonus on saving throws against the spell-like abilities of fey.
5th Level
Wild Shape (1/day): Can turn yourself into any Small or Medium animal and back again once per day. (ref PHB)
6th Level
Wild Shape (2/day): Like Wild Shape above, but now you can do this 2 times per day.
Natural Spell: You can complete the verbal and somatic components of spells while in a wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell. You can also use any material components or focuses you possess, even if such items are melded within your current form. This does not permit you the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.
7th Level
Wild Shape (3/day): Like Wild Shape above, but now you can do this 3 times per day.
8th Level
Ability Score Adjustment: Add 1 to any ability score.
Wild Shape (Large): Like Wild Shape above, but now you can also change into a Large animal.
9th Level
Venom Immunity: Immune to all poisons.
Stealthy: You get a +2 bonus on all Hide checks and Move Silently checks.
10th Level
Wild Shape (4/day): Like Wild Shape above, but now you can do this 4 times per day.
11th Level
Wild Shape (Tiny): Like Wild Shape above, but now you can also change into a Tiny animal.
12th Level
Ability Score Adjustment: Add 1 to any ability score.
Acrobatic: You get a +2 bonus on all Jump checks and Tumble checks.
Wild Shape (Plant): Like Wild Shape above, but now you can also change into a plant creature with the same size restrictions as for animal forms. (A druid can’t use this ability to take the form of a plant that isn’t a creature.)
13th Level
A Thousand Faces: (ref PHB).
14th Level
Wild Shape (5/day): Like Wild Shape above, but now you can do this 5 times per day.
15th Level
Timeless Body: No ability score penalties for aging and cannot be magically aged.
Agile: You get a +2 bonus on all Balance checks and Escape Artist checks.
Wild Shape (Huge): Like Wild Shape above, but now you can also change into a Huge animal.
16th Level
Ability Score Adjustment: Add 1 to any ability score.
Wild Shape (Elemental 1/day): (ref PHB).
17th Level
You get no additional abilities at this level.
18th Level
Wild Shape (6/day elemental 2/day): Like Wild Shape above, but now you can do a normal change 6 times per day and change to an elemental 2 times per day.
Athletic: You get a +2 bonus on all Climb checks and Swim checks.
19th Level
You get no additional abilities at this level.
20th Level
Ability Score Adjustment: Add 1 to any ability score.

Wild Shape (Elemental 3/day, Huge elemental): Like Wild Shape above, but now you can change into an elemental 3 times a day and it can be a huge elemental.

Dragon Hunt – Chapter 1, Part 7 – Visitors

One day, while Trevan and Gimble were working on a log that was to become one of the side posts for the door, they heard a wagon on the road coming from the direction of Hetsdale. There had been no traffic on the road in either direction in the three weeks that had passed since the dragon attack. As the wagon came into view they could see it was driven by a large muscular man with long blond hair. He was dressed in animal hides and had a very large sword propped up on the seat beside him. Trevan had seen northern barbarians before but never one driving a wagon, and this wagon was like none he had ever seen. It appeared to be assembled from a variety of miss-matched parts and barely hanging together. What was really surprising though was that it was filled with half a dozen human children of various ages. It was being pulled by an old work horse and had all manner of pots, pans, boxes and bags tied to the sides. Yeark, the kobold, hid himself behind the partially completed cabin walls. Trevan called out to the stranger and offered them fresh water from his well. Then he and Gimble walked down to the road to greet them.

The man appeared to be a little un-easy at the sight of the gnome. He said that his name was Ozur and that it was his habit to walk down from the north every few years. He stumbled into Hetsdale about a week ago. All he found was the burned-out shell of a village and these 6 children who were living in the streets.  He found the half-starved horse wandering nearby and he was able to build the wagon from the remains of three different wagons. He understood that there was a town called Morningside some distance south and he was hoping to find homes for them there.

Trevan made a large pot of stew and fed them all. They accepted an invitation to camp in the clearing there for the night.

Gimble was handing a cup of water to one of the smaller boys who appeared to be very sad. He took the cup and, using some gnomish magic, chilled it to the point that it was sloshing with ice crystals. Then he colored it a bright red. The boy’s expression changed to one of wonderment. When Ozur saw this he yelled to the boy, “Don’t drink that!” But it was too late, when he tasted it and found that it tasted like sweet strawberries, he broke into a wide smile. Ozur turned to Gimble and said, “Nothing good ever came from magic. I don’t want you to magic up anything around these children.”

“It’s just a sweet drink,” Gimble said. “It couldn’t hurt anyone.”

The other children gathered around and pleaded with Ozur to let the gnome make a red drink for them too. He finally succumbed to their sad, wide eyed faces and backed away. Gimble then made one for each of the children. While they were enjoying their cool treats, he entertained them by making some ashes from the fire dance with him as he sang a familiar tune.

It wasn’t until later that evening, while they were all sitting around the campfire enjoying some fresh mint tea and exchanging stories, that the oldest child, a ten year old black haired girl named Drizzle, asked Gimble, “Aren’t you that funny gnome that works for the blacksmith?”

Ozur looked up with a start, held his big hand out to gently push Drizzle back away from the gnome and asked, “You’re from Hetsdale? How is it that you survived the dragon attack?”

“I ran away,” explained Gimble. “I was hiding behind a tree at the edge of the forest when the dragon arrived. I watched until he started burning the village. Then I ran into the forest and never returned. I could see the fire from a distance. I had no idea that there were any survivors.”

Ozur wasn’t sure that he completely believed Gimble’s story. He was always suspicious of anything he ever heard from a gnome but he could think of no reason for him to be lying about this. Gimble had freely admitted to being a coward. Still, he felt that he was hiding something. At the very least he should have returned to look for survivors.

Gimble asked Drizzle, “Could you tell me what happened after the dragon started to burn the town?”

“No!” thundered Ozur as he rose to frighten Gimble away. “These children have been through enough.”

“It’s okay,” said Drizzle. “I want to tell somebody, but let’s wait until the younger kids are asleep.” She looked around and the two youngest were already asleep. She busied herself making pallets for the children by spreading blankets on the warm grass.

The sun had just fallen behind the hill where work on the cabin had been abandoned for the day. The sky was turning a dark violet and the first stars were starting to appear. Fireflies were beginning to dance in the trees at the edge of the forest and somewhere a lone cricket began to chirp. It was going to be a warm, still night. All of the other children were fast asleep. Trevan, Gimble and Ozur all set on the ground around Drizzle as she began her story. “First, I wish everyone would stop calling him ‘the dragon’. He said his name was Abraxas. He may be the only dragon I ever saw, but I know that all dragons aren’t evil like he is. They can’t be . . .” She stared at the fireflies for a few seconds, fighting back her tears. Then she continued, “Me and Mama was in the kitchen, hiddin’ under the table. I could hear screamin’ and shoutin’. I could hear the shutters rattlin’ like they do in a wind storm. I heard things hittin’ the side of the house. We were there a long time and I was scared. Then he finally came to our house. There was a very loud noise and large pieces of the wall came flying into the kitchen. Some of them landed on the table. Mama pulled me closer and suddenly there was another, louder sound and there was a bright light. He had ripped the roof off and the sun was shining in. I remember smelling rotten eggs.”

“That would be the smell of sulfur,” interjected Trevan.

“Well, it was very strong,” continued Drizzle. “It made me sick to my stomach. Then the table rose into the air and flew away. Mama fell down on top of me and then his big scaly hand scooped us up and he held us up close to his face. I thought he was going to eat us! His teeth were terrible. They had yellowish stains on them. They were bigger than table legs and sharp like a knife. There was smoke coming out of his nose. He was looking at us. His eyes were bigger than a soup pot and they had slits, you know, up and down, like a cat’s eyes. It hurt my ears when he talked because it was so loud. I wanted to cover my ears with my hands, but I was afraid to let go of Mama. I thought I was going to fall.”

“What did he say?” asked Trevan. He moved in a little closer as did Ozur and Gimble. They were all listening intently to the girl’s story.

“He thought Mama was hiding some magic gem of his. She told him that she didn’t have it but he didn’t believe her. He held her and flicked me off to the side. All of a sudden I was flyin’ through the air. I went up real high. I could see the whole village. It looked like everything was burning. When I started back down, my dress caught on the chimney of the house next door. It ripped nearly in two. I was hangin’ by my dress. Then I was able to grab the stones and hold on to the side of the chimney. The very top of the chimney was broke off. The roof of the house was mostly gone and most of the walls and the stuff inside was on fire. There was a lot of smoke coming up around me, but I could see inside our house next door because the roof was missing. I could see Abraxas holding Mama. He said she was lying about the gem, but she wasn’t. He got mad and threw her down on the floor. I think he broke her because she never moved after that. Then he started searching the house. He dumped out all the drawers and boxes be could find and looked through everything that was in them. He kept a couple of things he found. I couldn’t see what they were. There wasn’t much left. Mama had already taken all of our money and stuff to him earlier. Then he busted up all of the furniture and most of the walls and the floor. I guess he was looking for places where we could hide stuff. When he was through he flapped his wings and flew up over the house and set fire to it by breathing fire down on it. Our house burned up with Mama in it.” Drizzle stopped talking for a minute. She looked up at the stars. The sky was getting darker and more stars were coming out. The light from the campfire reflected off a tear that was forming in the corner of her eye. She wiped her eyes on her sleeve and continued, “I saw Abraxas land in the town square and put all of the stuff he wanted into a big box and then the box just disappeared. I watched him fly away before I climbed down off the chimney. Me and the other kids found each other that night and we helped each other as much as we could. We never did find any grown-ups until Ozur showed up.”

“How did you survive on your own?” asked Trevan.

“We looked through all of the houses and found some food that hadn’t all burned up, and we got some stuff out of a garden we found.”

“That’s enough,” said Ozur. “No more questions. She has been through enough. Come Drizzle, lay down now and get some sleep. We’ll start out early tomorrow.”

Trevan and Gimble wished them all a good night and returned to the cabin where Yeark was still hiding. When they got up the next morning, Yeark told them that the wagon and all of its occupants had left before sunup, “And it’s a good thing too. I wasn’t able to get anything done last night from having to keep an eye on them.”

D&D 3.5 – Iconic Cleric

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

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

Hit Die: d8

Class Skills: Diplomacy (Cha) Heal (Wis) and Knowledge (Religion)

Deity: A cleric devotes his life to serving one particular deity. The deity for your cleric depends on his race as indicated on the following table.

Race Deity
Dwarf Moradin(LG)
Elf Corellon Larethian (CG)
Gnome Garl Glittergold (NG)
Half-elf Corellon Larethian (NG)
Halfling Yondalla(LG)
Human Pelor(NG)
Half-orc Pelor(NG)

Alignment: Your cleric’s alignment should be the same as his Deity’s alignment.

Spells: A cleric casts spells drawn from the cleric spell list. However, he can’t cast spells that contain the “Evil” descriptor.

Domain Spells: When you select a Deity, you also select two of that Deity’s Domains. For each of the two domains you are granted one special power. Also, for each of the two domains, you get one domain spell for each spell level.

If you chose choose Strength and Healing as your domains, your domain powers and spells are listed here:

Strength Domain

Granted  Power: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.

 Strength Domain Spells

1

Enlarge Person

Humanoid creature doubles in size.

2

Bull’s Strength

Subject gains +4 to Str for 1 min./level.

3

Magic Vestment

Armor or shield gains +1 enhancement per four levels.

4

Spell Immunity

Subject is immune to one spell per four levels.

5

Righteous Might

Your size increases, and you gain combat bonuses.

6

Stoneskin

Ignore 10 points of damage per attack.

7

Bigby’s Grasping Hand

Large hand provides cover, pushes, or grapples.

8

Bigby’s Clenched Fist

 Large hand provides cover, pushes,  or attacks your foes.

9

Bigby’s Crushing Hand

Large hand provides cover, pushes, or crushes your foes.

Healing Domain

Granted Power: You cast healing spells at +1 caster level.

Healing Domain Spells

1

Cure Light Wounds

Cures 1d8 damage +1/level (max +5).

2

Cure Moderate Wounds

Cures 2d8 damage +1/level (max +10).

3

Cure Serious Wounds

Cures 3d8 damage +1/level (max +15).

4

Cure Critical Wounds

Cures 4d8 damage +1/level (max +20).

5

Cure  Light Wounds, Mass

Cures 1d8 damage +1/level (max +25) for many creatures.

6

Heal

Cures 10 points/level of damage, all diseases and mental conditions.

7

Regenerate

Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).

8

Cure Critical Wounds, Mass

Cures 4d8 damage +1/level (max +40) for many creatures.

9

Heal, Mass

 As heal, but with several subjects.

Cleric Spells Explained

As a Cleric, to cast a spell you have to prepare it. The Cleric must choose 1 hour of the day, in which he will have to pray, in order to have his God grant him the spells. For Clerics of Pelor, this will normally be at sunrise. Unlike wizards, it doesn’t matter if he has slept or not. This is when he chooses which spells he can cast that day.

To cast a spell, the cleric needs a Wisdom of 10+the spells level. (Not the casters level, the spells level) which means that, for example, if he had a Wisdom of 16 he could cast no higher than 6th level spells.

The saving throw difficulty class (DC) of his spells is 10 + the level of the spell + the Cleric’s Wis modifier. For example, if a 5th level Cleric with a Wisdom score of 16 throws a Hold Person spell. That is a 2nd level spell and his Wis modifier is (based on his Wisdom score of 16) is +3. So the DC for that spell will be 10+2+3 for a total of 15. The creature that he cast that spell on will have to make a will save of 15 or higher to resist the spell.

Clerics, know every spell on the Cleric spell list, of the maximum level of spells they can cast.

A Cleric has 2 kinds of spells. The spells he gets from his class, and his Domain spells. For example, a level 5 Cleric gets 5 spells of 0 level, 3+1 spells of first level, 2+1 of second ,1+1 of third (1 is the normal spells, and +1 the domain). He also may get more spells according to his Wisdom, refer to Table 1–1: Ability Modifiers And Bonus Spells. For example, if he had 16 Wisdom he would get 1 additional 1st, 2nd and 3rd level spell.

To prepare your spells:

1) Choose your 0 level spells.

2) Choose your 1st, 2nd, 3rd etc. level spells depending on your cleric’s level. If you have a high Wis. Score select any additional spells you are allowed. For example, if your Wis is 16, you can select 1 additional 1st, 2nd and  3rd level spell.

3) Choose your domain spells (1 for each spell level). You have 2 domain spells to choose from for each level, but you can only choose one.

Note: there is no need to choose any non-domain healing spells. That’s because you can transform any non-domain spell into a healing spell of the same level. This is called Spontaneous Casting.

Special abilities:

The following are the special abilities available to clerics. The abilities are listed under the level that they are acquired.

1st Level
Combat Casting: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.
Aura: A cleric has a particularly powerful aura that identifies him as a devotee of his particular deity.  Certain magical spells can detect this aura.
Turn Unholy: [was Turn or Rebuke Undead] By boldly presenting his holy symbol and uttering holy words, a cleric can turn away or destroy the enemies of his faith. A cleric can attempt to turn away un-dead, demons, and devils. They can do this a number of times a day equal to 3 + their Cha modifier.
2nd Level
No additional abilities are added at this level.
3rd Level
Skill Focus (Heal): You get a +3 bonus on all Heal checks
4th Level
Ability Score Adjustment: Add 1 to any ability score.
5th Level
No additional abilities are added at this level.
6th Level
Magical Aptitude: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks.
7th Level
No additional abilities are added at this level.
8th Level
Ability Score Adjustment: Add 1 to any ability score.
9th Level
Alertness: You get a +2 bonus on all Listen checks and Spot checks.
10th Level
No additional abilities are added at this level.
11th Level
No additional abilities are added at this level.
12th Level
Ability Score Adjustment: Add 1 to any ability score.
Investigator: You get a +2 bonus on all Gather Information checks and Search checks.
13th Level
No additional abilities are added at this level.
14th Level
No additional abilities are added at this level.
15th Level
Skill Focus (Use Magic Device): You get a +3 bonus on all Use Magic Device checks
16th Level
Ability Score Adjustment: Add 1 to any ability score.
17th Level
No additional abilities are added at this level.
18th Level
Agile: You get a +2 bonus on all Balance checks and Escape Artist checks.
19th Level
No additional abilities are added at this level.
20th Level
Ability Score Adjustment: Add 1 to any ability score.

Dragon Hunt – Chapter 1, Part 6 – Rebuilding the cabin

“What do you think you are doing?” Trevan yelled as he snatched the crossbow out of Yeark’s hands. “Why did you shoot that boy?” Trevan could hardly contain his anger.

“That’s no boy,” Yeark said. “That’s a gnome!”

“I don’t care if he is a gnome. That still doesn’t give you the right to shoot him for no reason! I’m going to see if he is okay. You had better hope that he isn’t dead.”  He ran to him and could see that he had been mistaken. The short individual laying there with an arrow in his soldier was indeed not a boy.  Trevan hadn’t noticed the beard from a distance. He had never seen a gnome before. The wound, though serious, wasn’t fatal. He carried him to the cabin and laid him on the bedroll he had laid out for himself. He dressed the wound and saw to it that the gnome was resting quietly.

“Now tell me why you shot this gnome,” he said.

“Because he is a gnome,” Yeark answered.

“So you just attack every gnome you see?”

Yeark looked surprised at the question. “You don’t know anything about kobolds, do you? Gnomes are our mortal enemies. He probably knew I was here and was coming to kill me. And if you tried to stop him he would kill you too. You should let him die.”

“I am not going to let him die! He wasn’t coming here to kill anybody. He called to us from the road. I’m guessing that he was just a traveler looking for a place to stay the night.” He finished wrapping his shoulder and turned to Yeark. “Now listen to me. This is important. You are not to attack anyone without getting my approval first.”  Yeark rolled his eyes and turned away. “Do you understand me?’

“You sure have a lot of rules,” Yeark said.

“Do you understand?” Trevan repeated.

“Yes,” Yeark said. “No attacking anyone unless you tell me I can.”

“That’s right,” Trevan said. “That is my first and most important rule.”

Trevan was exhausted. He laid down next to the gnome and quickly fell to sleep.

When he woke up the next morning, he saw that his patient was still sleeping and appeared to be comfortable. He looked around at the devastated structure. It was strange to look up and see the sky instead of the familiar exposed beams and underside of the roof he had looked at all of his life. Then he realized the kobold wasn’t there. He walked over and lifted the board Yeark had placed to hide his hole in the floor. He wasn’t there. Trevan thought for a minute that Yeark had run away. He was rather hoping that he had. Then he realized that the kobold must have stayed up all night working on the cabin. All of the loose debris was gone and the floor was reasonably clean.  There was a small fire burning in what was left of the fireplace and a small batch of fresh firewood neatly stacked beside it. To the other side was bucket of fresh water. Somehow the kobold had found a metal drinking cup and set it beside the bucket.

A voice came from what had been the back of the cabin. “Look what I found.” Trevan turned to see the small kobold proudly holding up two arrows in one hand with a bird stuck on each. Following behind him was a goat he was pulling along by a rope in his other hand. “They must have run away when the dragon attacked,” Yeark said. He stepped over the charred baseboard where the back wall of the cabin had been and brought his prize into the center of the room. Now Trevan could see he had shot one of their three chickens and their rooster. He didn’t even bother trying to explain to Yeark what he had done wrong, but he was glad to see that he hadn’t killed the goat.

“We could eat them like this, but I like mine cooked a little,” Yeark said as he stuck them into the fire.

“What are you doing?” Trevan said. “Aren’t you going to clean them first?”

Yeark said “They aren’t dirty. Besides the fire will burn off most of the feathers if that’s what you are worried about.”

“I guess I don’t care how you eat yours,” Trevan said as he removed the hen from the fire. “But I’m going to show you how to clean and properly cook a bird, if you are going to be cooking for me.” He sat on the only whole bench and proceeded to instruct Yeark on the proper procedure for plucking all of the feathers, removing the head and feet and the innards. Then he made a proper roasting stick and placed the chicken over the fire.

“You’re not going to eat this?” Yeark asked, pointing to the parts Trevan discarded. Before he could answer Yeark was eating everything but the feathers.

From the back of the cabin a voice said, “You know, if you put the heart and gizzard in a pot of water with some turnips and onions you could make a nice soup.” It was the gnome. He was awake and sitting up. He cast a quick spell and the tin cup by the bucket rose into the air, dipped itself into the water and floated to him. It delighted him to see the shocked expression on their faces.

With Trevan’s aid, the gnome fully recovered in a few days. Trevan made Yeark pledge not to harm the gnome, or take anything that belonged to him. The gnome said his name was Raerpin Gimble Janker Skor Mikkennis Din Nackle, but most people just called him Gimble. He told them the story of the dragon attack. But he didn’t tell them about his magical gem. That he kept in his pocket. After hearing what the dragon did to Hetsdale, Trevan asked Yeark, “What can you tell me about this dragon named Abraxas?”

“Everyone knows about Abraxas,” said Yeark. “He is one of the oldest and most powerful of the Great Worms. It is said that the place he sleeps is somewhere in the Black Mountains, in a cavern under a volcano, on a bed of treasure accumulated over the centuries. The stories of his greatness are legendary. I only wish we had arrived here earlier so I might have seen him.”

Trevan tried to suppress his anger. “If we had arrived earlier I may have been able to save my father!” he said.

“You would have died as well,” said Yeark. “You heard how the fighters in Hetsdale all died trying to defeat him. You wouldn’t have had a chance. Many adventurers have tried, all have failed, and most have died.”

“Someday I will succeed where they failed. I will find Abraxas and avenge my father,” said Trevan.

Then he asked, “Why would he have destroyed Hetsdale and killed my father?”

“For Abraxas to have come all this way, he must have been looking for something specific.” said Yeark. “He wouldn’t have destroyed Hetsdale if they had given him his due respect and if they had given him what he asked for. Instead, they attacked him! They should have known what would happen to them after that. He must have not found what he was looking for in Hetsdale and was still looking for it when he stopped here. Was your father hiding a gem of some sort, perhaps a magical gem that would be of special interest to a dragon?”

“I already told you that we didn’t have anything of much value,” said Trevan.

Gimble said nothing, but he was sure now that Abraxas was looking for his magical gem. He was also sure that the kobold would slice his throat and give his gem to that evil dragon if he found out about it.

Trevan felt responsible for the gnome’s injury and said that he was welcome to stay here as long as he wanted. Over the next few days he told Gimble his story and how he had acquired a kobold. Although Yeark tended to sleep all day and work all night, he proved to be quite helpful in re-building the cabin. Gimble never quite trusted Yeark, but he liked Trevan and as soon as he was able, he began to help with the rebuilding.

Gimble and Trevan became close friends. Trevan even laughed at his pranks. Gimble had no place to go, so he decided to stay for a while. He didn’t tell Trevan, but one reason he stayed was to protect him from the kobold. He would sleep with a dagger under his pillow, and would wake up at the slightest sound. He was sure that Yeark intended to kill them both at his first opportunity.

Trevan began learning the draconian language from Yeark. Gimble decided he would learn it too. Gimble could already speak gnome, common and goblin. Learning draconian seamed to be a little easier for Gimble than it was for Trevan. They learned by asking Yeark questions, usually while working or doing other things. They started by asking for the draconian words for common everyday things like table, sky, sword, fire, etc. Yeark didn’t know the draconian word for some things. For instance, the closest he could come to “Father” was “he who was the last male with the mother before the egg was laid” or “the tribal leader”.  He said that the tribe’s leader has the right to claim all eggs. Yeark believed that he was the reincarnation of the last kobold to die before he was hatched, so it made no difference who the father was. “True dragons are much smarter than kobolds, or humans, or gnomes,” he said. “I am sure they know draconian words for many things for which we have no words.”

Then they started putting sentences together. This was very hard for Trevan. He almost gave up a couple of times, but with Gimble’s help and encouragement he persisted. Yeark was very impatient, and when he spoke in draconian he spoke quite rapidly, often punctuating the end of his sentences with a kind of high pitched “yelp”. They learned that dragons spoke slowly and, according to Yeark, used many more words than necessary. He proudly proclaimed that draconian was the one true language from which all others descend. He said that kobolds, who don’t live as long as dragons, invented writing so they could pass their words down from one generation to the next. They taught writing to the dragons but the dragons have never used it much. Then Trevan and Gimble proceeded to learn to write the dragons language.

When Gimble mentioned how similar the written draconian language was to the writing used in magic, Yeark said that dragons brought magic into the world and taught it to the other races. “Magic is as natural to a dragon as breathing is to other races,” he said. “The magic of dragons is in the blood of kobolds as well. Many of my tribe were born with the ability to harness this power and control it to perform useful tasks, what you would call casting spells.”

“I haven’t seen you casting any spells,” said Gimble.

“For the tribe to prosper,” said Yeark, “each kobold must carry out his required function. I, like most others of my tribe, am more suited to performing mundane tasks. This in no way lessens the magical mature of the dragons blood that flows through my body. Neither does it lessen the importance of the fighter or miner to the success of the tribe.”

“Dragon’s blood, my grandmother’s big red toe!” said Gimble. “Magic is everywhere. You don’t have to have dragons blood to use it. We gnomes get our magic from our closeness with nature. Clerics and shamans of all races obtain their magic from their deities. Wizards learn to directly manipulate the power of magic through their studies.”

“That’s right.” Trevan said to Gimble. “Father said that he could feel the magic of nature. He said that some rangers could cast spell using this magical force. This must be the same power that you use for your magic. I suppose it is the same magical force that Druids use for their spells. But you said that draconian writing looks like magic writing. Do you know how to read magic?”

Gimble said, “I saw magic writing in a book once, about twenty years ago, but I can’t read or write it.”

“You don’t look old enough to have seen anything twenty years ago,” said Trevan.

“I’m forty eight years old,” he said. “Gnomes live a lot longer than humans. I wasn’t old enough to go off on my own until I celebrated my fortieth birthday.”

One day while the three of them were trimming a log for the cabin construction, Trevan asked Yeark what traps are called in draconian. Yeark thought for a minute and then he asked Trevan, “How many different words do you have for trap?”

“Well,” said Trevan, “I can think of several different types of traps. There are rabbit traps and snares and pits.”

Gimble said, “I’d say that they are only two types, mechanical traps and magical traps.”

Yeark said, “There are over 200 draconian words for trap. Each consists of a prefix for the creature that is the target of the trap followed by the intended purpose of the trap and there is an optional suffix describing the type of trap. The target creature can be the creature’s name, if the target is a specific individual, or the race of the target, such as human or gnome for example, or the general creature type. The general types are;” Yeark held up his hands and pointed to his fingers one at a time as he recited, “ flying insect, crawling insect – which includes normal spiders, tiny – like frogs or rats, small – like wolves or kobolds, medium – like human or elf, large – like elk or bear, very large and gigantic. Traps for very large or gigantic creatures are usually built for a particular creature or race. The purpose of the trap is; to discourage, to slow, to capture, to injure, to maim, or to kill. The type suffix, if it is included, is the basic kind of trap – such as pit or snare.”

“So,” said Trevan, “what would the draconian word be for the trap you found me in?”

keir-aia,” said Yeark. “Keir is draconian for medium size creature, like you. Aia means ‘to have’, or in this case it means to capture. You could add misanne, a pit type trap, and it would be keir-aia-misanne.“

Trevan suddenly grew flush with anger, threw down his ax and lunged towards Yeark. Gimble jumped between them and grabbed Trevan’s arm. Trevan stopped and Yeark jumped back. Trevan yelled at Yeark, “Capture!? That trap killed Kaylan! I don’t think it was made for capture!”

Yeark said, “I was answering your question! Are you are going to attack me every time you don’t like the meaning of a word?”

Gimble said, “Nothing would please me more than seeing that dirty kobold beaten into the ground, but he is right about one thing. You are going to have to control your temper.”

“You’re right,” said Trevan, still staring at Yeark. “But why would you lie about the trap name?”

“If you will calm down,” said Yeark, “I’ll explain.” Gimble let go of Trevan’s arm as Trevan took a step back. Yeark relaxed a little and continued, “I’ll tell you how traps are graded. Kobolds always design traps for the minimum required effect. It can then be enhanced for a possible greater effect. A trap intended to scare might wound or maim. A trap intended to harm or capture might kill. As long as the trap performs its intended minimum effect it is considered successful. Its name reflects this minimum desired result. If it also causes additional damage it is better. We often enhance traps after they are made.”

Trevan was determined to finished rebuilding the cabin long before the first snowfall. He and Gimble would find a good tree. Trevan would chop it down. Gimble would top it and remove the limbs. The two of them would drag it back to the cabin site. Yeark would trim and shape it, and would notch and fit the corners. Gimble rigged up a device to help lift the finished logs into place. Each log was squared off and made smooth on three sides and the bark was left on the outside. Yeark cleaned, shaped and finished the interior of the cabin as it went up. They replaced the charred wood floor but left the boards loose in Yeark’s corner to cover his sleeping pit. They rebuilt the fireplace using the bricks from the old one. The roof hadn’t burned, but the rafters were broken in several places. They were able to re-use most of the wood from the old roof and all of the old wood shingles. The new cabin wasn’t going to be as tall as the old one, but the floor was just as big.

D&D 3.5 – Iconic Bard

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

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

Hit Die: d6

Class Skills: Bluff, Diplomacy, Disguise, Perform, Tumble, Use Magic Device

Class Knowledge: History

Spells: A bard casts spells which are drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). A high Cha sore will grant you additional spells per day.

Bardic music: Once per day per bard level, a bard can use his song to produce magical effects on those around him (usually including himself, if desired). The creatures affected must be able to see and hear him, and he must be able to see them. The target of the effect will normally be required to hear the music for at least one full found for the effect to take place. He must maintain his concentration to maintain the effect. The specific effects he can achieve depend on his level and are explained below.

Special abilities: The following are the special abilities available to bards. 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
Quick Draw: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon as a move action.
Bardic knowledge: Add +2 class bonus to Knowledge (history) checks
Bardic music – Countersong: (ref PHB)
Bardic music – Fascinate: (ref PHB)
Bardic music – Inspire courage: (ref PHB)
2nd Level
No additional abilities are added at this leve.
3rd Level
Skill Focus (Spellcraft): You get a +3 bonus on all Spellcraft checks
Bardic music – Inspire competence: (ref PHB)
4th Level
Ability Score Adjustment: Add 1 to any ability score.
Bardic music – Fascinate 2: Like Fascinate, above, but you can now fascinate up to 2 creatures.
5th Level
Replace Spell: Can “loose” a single 0-level spell in exchange for a different 0-level spell.
6th Level
Alertness: You get a +2 bonus on all Listen checks and Spot Checks.
Bardic music – Suggestion: (ref PHB)
7th Level
Bardic music – Fascinate 3: Like Fascinate, above, but you can now fascinate up to 3 creatures.
8th Level
Ability Score Adjustment: Add 1 to any ability score.
Bardic music – Inspire courage 2: Like inspire courage above, but your ally’s now get +2 bonuses.
Replace Spell: Upon reaching 8th level, you can “loose” a single 0-level spell or 1st-level spell in exchange for a different spell of the same level.
9th Level
Skill Focus (Use Magic Device): You get a +3 bonus on all Use Magic Device checks
Bardic music – Inspire Greatness: (ref PHB)
10th Level
Bardic music – Fascinate 4: Like Fascinate, above, but you can now fascinate up to 4 creatures.
11th Level
Replace Spell: Can “loose” a single 0, 1st or 2nd  level spell in exchange for a different spell of the same level.
12th Level
Ability Score Adjustment: Add 1 to any ability score.
Agile: You get a +2 bonus on all Balance checks and Escape Artist checks
Bardic music – Song of Freedom: (ref PHB)
13th Level
Bardic music – Fascinate 5: Like Fascinate, above, but you can now fascinate up to 5 creatures.
14th Level
Bardic music – Inspire Courage 3: Like inspire courage above, but your ally’s now get +3 bonuses.
Replace Spell: Upon reaching 14th level, you can “loose” a single 0, 1st, 2nd or 3rd level spell in exchange for a different spell of the same level.
15th Level
Improved Initiative: You get a +4 bonus on initiative checks.
Bardic music – Inspire Heroics: (ref PHB)
16th Level
Ability Score Adjustment: Add 1 to any ability score.
Bardic music -Fascinate 6: Like Fascinate, above, but you can now fascinate up to 5 creatures.
17th Level
Replace Spell: Can “loose” a single 0, 1st, 2nd, 3rd or 4th level spell in exchange for a different spell of the same level.
18th Level
Spell Penetration: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.
Bardic music -Inspire Heroics 2: Like Inspire Heroics, above, but you can now affect 2 allies.
Bardic music -Mass Suggestion: Like Suggestion, above, but you can affect any number of creatures that you have already fascinated (see above).
19th Level
Bardic music -Fascinate 7: Like Fascinate, above, but you can now fascinate up to 7 creatures.
20th Level
Ability Score Adjustment: Add 1 to any ability score.
Bardic music -Inspire Courage 4: Like inspire courage above, but your ally’s now get +4 bonuses.
Replace Spell: Can “loose” a single 0, 1st, 2nd, 3rd ,4th or 5th level spell in exchange for a different spell of the same level.

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.