The Dragonlance Nexus

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Kender Pouches

D&D 3e (3.0/3.5) Rules

by Dravidius


Many times in the many Dragonlance stories and games, kender come up with various items from one of their many pouches. Sometimes these items are extremely useful sometimes they are troublesome, but most of the time they are simply things that the kender has collected on his many journeys: things like ropes, fake gems, and spoons. In game however there is seldom a way for players or DM's to allow the little critters to use this sometimes valuable asset until now.

For the kender to use dig through his pouches takes 1 turn – kender have many pouches and it takes them a little bit to dig through them all. Once the turn has passed either the player or more preferably the DM can randomly determine what comes out in a number of ways:

D&D or AD&D: Roll 1d20. A roll of 1-5 means a helpful item such as a small magical trinket that helps the players. A roll of 6-15 means a mundane item such as a small mirror which is neither helpful nor hurtful. Finally, a roll of 16-20 means an item that can harm the players in some way – such as an item that has been stolen from a guard that comes out at the wrong time, or a cursed item.

SAGA Fate Deck: Flip a card. If the card is white the item is helpful as noted above. A red card indicates that the item is mundane, and a black card means the item is harmful.

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