OOC: Temple of Elemental Evil: Dim_Darknight

That would work just fine for me, Juggernaut. And, if we're all from different places, it brings in a slight amount of tension into the party dynamics — even if we're good-aligned or have good reason to trust the group, our running buddies would still be thieves and worshippers of Olidammara.
 

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Egoz Quickhands

Code:
[B][COLOR=Green]Egoz Quickhands [/COLOR] [/B] 
Male Halfling Spellthief 2
Neutral Good
Diety: Olidammara
Representing Roy - Strahd
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[B]Abilities:[/B]
Strength 8 (-1) ; Dexterity 18 (+4) ; Constitution 12 (+1) 
Intelligence 15 (+2)  ; Wisdom 14 (+2) ; Charisma 18 (+4) 
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[B]Apperance:[/B]
Size: Small ; Height: 3' 0" ; Weight: 33 lb 
Skin: Light ; Eyes: Green ; Hair: Red 
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Total Hit Points: 11

Speed: 20 feet

Armor Class: 17 = 10 +2 [leather] +4 [dexterity] +1 [small] 
Touch AC: 15 ; Flat-footed: 13
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Initiative modifier: +8 = +4 [dexterity] +4 [improved initiative]  
Fortitude save: +2 = 0 [base] +1 [constitution] +1 [halfling]  
Reflex save: +5 = 0 [base] +4 [dexterity] +1 [halfling]  
Will save: +6 = 3 [base] +2 [wisdom] +1 [halfling] 
 
Attack (handheld): +1 = 1 [base] -1 [strength] +1 [small]  
Attack (unarmed): +1 = 1 [base] -1 [strength] +1 [small]  
Attack (missile): +6 = 1 [base] +4 [dexterity] +1 [small]  
Grapple check: -4 = 1 [base] -1 [strength] -4 [small]  
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Light load: 20 lb. or less
Medium load: 20-40 lb.
Heavy load: 41-60 lb.
Lift over head: 60 lb.
Lift off ground: 120 lb.
Push or drag: 300 lb.
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[B]Languages:[/B] Common Gnome Goblin Halfling  
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Dagger [1d3, crit 19-20/x2, range inc 10 ft., 1/2 lb., light, piercing]

Light Crossbow [1d6, crit 19-20/x2, range inc 80 ft., 2 lb, piercing]]

Leather armor [light; +2 AC; max dex +6; check penalty 0; 7.5 lb.] 

***************************
[B]Feats:[/B]
Improved Initiative  

[B]Skills:[/B]
Appraise Int 4 =  +2 +2  
Balance Dex* 4 =  +4   
Bluff Cha 7 =  +4 +3  
Climb Str* 1 =  -1  +2 [halfling]  
Concentration Con 4 =  +1 +3  
Decipher Script Int 5 =  +2 +3  
Diplomacy Cha 4 =  +4   
Disable Device Int 4 =  +2 +2  
Disguise Cha 4 =  +4   
Escape Artist Dex* 6 =  +4 +2  
Forgery Int 2 =  +2   
Gather Information Cha 6 =  +4 +2  
Heal Wis 2 =  +2   
Hide Dex* 9 =  +4 +1 +4 [small]  
Intimidate Cha 4 =  +4   
Jump Str* -5 =  -1  +2 [halfling] -6 [speed 20]  
Knowledge (history of the viscounty) Int 3 =  +2 +1  
Knowledge (local Verbobonc and the area) Int 3 =  +2 +1  
Listen Wis 6 =  +2 +2 +2 [halfling]  
Move Silently Dex* 8 =  +4 +2 +2 [halfling]  
Open Lock Dex 8 =  +4 +4  
Ride Dex 4 =  +4   
Search Int 6 =  +2 +4  
Sense Motive Wis 2 =  +2   
Spellcraft Int 4 =  +2 +2  
Spot Wis 2 =  +2   
Survival Wis 2 =  +2   
Swim Str** -1 =  -1   
Tumble Dex* 7 =  +4 +3  
Use Rope Dex 5 =  +4 +1  

* = check penalty for wearing armor

***************************
First-level Spellthief spells: 1 (0+1) per day



***************************
Halfling stats:
[sblock]
+2 dexterity / -2 strength (already included)
Small (combat bonuses, +4 to hide already included)
+2 racial bonus on climb, jump, move silently
+1 racial bonus on all saving throws (already included)
+2 morale bonus on saves vs. fear (stacks with racial bonus)
+1 to hit with thrown weapons and slings
+2 racial bonus on listen checks (already included)
[/sblock]
Spellthief stats:
[sblock]
Core class from "Complete Adventurer"
Level 1: Sneak attack +1d6; steal spell (0 or 1st), trapfinding
Level 2: Detect magic spellgrace +1, steal spell effect
Level 3: Steal energy resistance 10
Level 4: Steal spell (2nd)
Level 5: Sneak attack +2d6, steal spell-like ability
Level 6: Steal spell (3rd)
Level 7: Absorb spell
Level 8: Steal spell (4th)
Level 9: Arcane sight, sneak attack +3d6
Level 10: Steal spell (5th)
Level 11: Spellgrace +2, steal energy resistance 20
Level 12: Steal spell (6th)
Level 13: Discover spells, sneak attack +4d6
Level 14: Steal spell (7th)
Level 15: Steal spell resistance
Level 16: Steal spell (8th)
Level 17: Sneak attack +5d6
Level 18: Steal spell (9th)
Level 19: Steal energy resistance 30
Level 20: Absorb spell (immediate casting), spellgrace +3
[/sblock]
***************************
[B]Egoz Quickhands's Equipment:[/B]
Crossbow bolts (quiver of 10) x2 (2 lb.) - On me
Backpack (2 lb.) - On me
small sized Bedroll (2.5 lb.) - chest
Bell (0 lb.) - Chest
Caltrops (2 lb.) - In backpack
Candle (0 lb.)
Crowbar (5 lb.) - Chest
Grappling hook (4 lb.) - chest
Ink vial (0 lb.)
Ink pen (0 lb.)
Mirror (0.5 lb.) - chest
Lock (good) - (1 lb.) - On chest
Parchment sheets x5 (0 lb.)
Rope (50', hempen) x1 (10 lb.) - chest
Rope (50', silk) x1 (5 lb.) - chest
Sacks x1 - (0.5 lb.) - In back pack
Sealing wax (1 lb.) - chest
Sewing needle (0 lb.) - backpack
Soap (0 lb.) - chest
Torches x3 (3 lb.) - 1 in Backpack, 2 in chest
Thieves' tools (1 lb.) - On me.
[U]Total weight:[/U] 44 lb Weapons / Armor / Shield (from above)
[U]Total weight on Egoz:[/U] 19.5 lb (Light load)

Remark: Egoz is not carrying all the equipment, some of that he leave in his room at the Inn.
He uses the good lock for keeping the chest closed.
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Wealth - 20 silver

Egoz quickhands born in Highfolk to a big family, they trade in Antiques
And moved from place to place, when he was quite grown up he stayed in Verbobonc and his family continued to Veluna. Most of his life he grew in Verbobonc, learning the history of the place and there were enough places in the area to hunt for treasures and magic stuff for trading.
He especially loved to go adventuring in the Gnarly forest and the Kron hills.
But he didn't delve too much inside those places, for a little Halfling this places was dangerous to travel alone.
Now he is staying in the Inn of the welcome wench, waiting for opportunity to adventure again.
Ocaasionaly he goes to the small Olidammara shrine outside town to pray for luck,there he met other worshiping folks that stay in this small village.
 
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Idea.

As for your idea regarding Olidammara, Egoz worship her.
We can all meet outside town, Let's say there is a small shrine near a weak stream swampy river, where all the worshipers of Olidammara throw one silver coin in the holy day for luck.
It's a well kept wooden shrine, known only to the her worshipers, by a special sign carved on a rock near the enterance to Hommlet.
 

Nonlethal Force:
What are the typical alignments for this module?
Any can work, although it is much easier to use good and neutral aligned characters.

Is this a group going in to cleanse the land? Or a group that just gets stuck in it before they realize what is going on?
I suppose it could be a little of both.

If you are unfamiliar with Greyhawk ... do you have a homebrew world that you are more familiar with? Would it not be easier for us to learn that homebrew world rather than for you to learn Greyhawk?
I am actually working on a homebrew, but it is too restrictive and incomplete for ToEE to work in it.
I am concerned about messing up on minor Greyhawk characters that are in the area and misstating distances and directions. None of this will damage the module itself (unless I do something very, very stupid).

Strahd_Von_Zarovich:
Let's say there is a small shrine near a weak stream swampy river, where all the worshipers of Olidammara throw one silver coin in the holy day for luck.
It's a well kept wooden shrine, known only to the her worshipers, by a special sign carved on a rock near the enterance to Hommlet.
That's a cool idea. It's okay with me, assuming everyone else follows Olidammara or at least pays him lip-service.

he is staying in the Inn of the welcome wench
Do you mind if I ask the source of your knowledge about the establishments in Hommlet? It seems that I have seen the inn mentioned elsewhere but I have forgotten where and why.
 
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Okay ... the role of cleric and rogue are taken in a group of Olidammara.

I'll try to have a concept of some type of arcanist up by tonight. Although, I won't be able to work on it for about 8 hours ... so if someone else comes along and wants that slot, I can come up with another concept certainly. If so, please say so and when I get on later tonight I'll check this thread before creating a character.

Note - I hope sorcerers are okay. I typically prefer spontaneous casters to book wizards.
 

Lenwë Telrúnya

Lenwë Telrúnya
Male Elven Cleric 2
Chaotic Neutral
Diety: Olidammara
Representing Juggernaut
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Abilities:
Strength 10 (-) ; Dexterity 18 (+4) ; Constitution 12 (+1)
Intelligence 12 (+1) ; Wisdom 15 (+2) ; Charisma 18 (+4)
***************************
Apperance:
Size: Medium ; Height: 5' 2" ; Weight: 121 lb
Skin: Pale blue ; Eyes: Deep green ; Hair: Long and Black
***************************
Total Hit Points: 18

Speed: 30 feet

Armor Class: 17 = 10 +3 [studded leather] +4 [dexterity]
Touch AC: 14 ; Flat-footed: 13
***************************
Initiative modifier: +4 = +4 [dexterity]
Fortitude save: +4 = 3 [base] +1 [constitution]
Reflex save: +4 = 0 [base] +4 [dexterity]
Will save: +5 = 3 [base] +2 [wisdom]

Attack (handheld): +1 = 1 [base]
Attack (unarmed): +1 = 1 [base]
Attack (missile): +5 = 1 [base] +4 [dexterity]
Grapple check: +1 = 1 [base]
***************************
Light load: 33 lb. or less
Medium load: 34-66 lb.
Heavy load: 67-100 lb.
Lift over head: 100 lb.
Lift off ground: 200 lb.
Push or drag: 500 lb.
***************************
Languages: Common, Elven, Draconic
***************************

Rapier [1d6, crit 18-20/x2, 3 lb., piercing]

Longbow [1d8, crit x3, range inc 100 ft., 3 lb, piercing]]

Studded Leather armor [light; +3 AC; max dex +5; check penalty -1; 20 lb.]

***************************
Feats: Combat Casting


Skills:
Appraise Int +1
Balance Dex* +4
Bluff Cha +7 = 3 [ranks] +4 [cha]
Climb Str* 0
Concentration Con +8 = 3 [ranks] +1 [con] +4 [combat casting]
Decipher Script Int +1
Diplomacy Cha +4
Disguise Cha +4
Escape Artist Dex* +4
Gather Information Cha +4
Heal Wis +2
Hide Dex* +7 = 3[ranks] +4 [dex]
Intimidate Cha +4
Jump Str* 0
Knowledge (religon) +4 = 3 [ranks] +1 [int]
Listen Wis +4 = +2[wis] +2 [elf]
Move Silently Dex* +4
Ride Dex +4
Search Int +3 = +1[int] +2 [elf]
Sense Motive Wis +2
Spellcraft Int +4 = 3 [ranks] +1[int]
Spot Wis +4 = +2[wis] +2 [Elf]
Swim Str**
Tumble Dex* +4

* = check penalty for wearing armor

***************************
Orisons: 4

Create Water
Light
Detect Poison
Read Magic



First-level Cleric spells: (3+1) per day

Magic Weapon
Shield of Faith
Doom
Change Self (Trickery Domain)

******
Domains and Abilities:
LUCK: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made. You must take the result of the reroll, even if it is worse.

1 Entropic Shield
2 Aid
3 Protection from Elements
4 Freedom of Movement
5 Break Enchantment
6 Mislead
7 Spell Turning
8 Holy Aura
9 Miracle

TRICKERY: Bluff, Disguise, and Hide are class skills.

1 Change Self
2 Invisibility
3 Nondetection
4 Confusion
5 False Vision
6 Mislead
7 Screen
8 Polymorph any Object
9 Time Stop
***************************
Lenwë Telrúnya's Equipment:
Cleric's Vestments (6 lb.)
Longbow Arrows (quiver of 20) (3 lb.)
Backpack (2 lb.)
Holy Symbol, Wooden (0 lb.)
Candle (0 lb.)
Ink vial (0 lb.)
Ink pen (0 lb.)
Parchment sheets x5 (0 lb.)
Sack - (0.5 lb.)
Total weight: 31.5 lb Weapons / Armor / Shield (from above)

***************************
Wealth - 61 silver
 

Dim_darknight said:
Do you mind if I ask the source of your knowledge about the establishments in Hommlet? It seems that I have seen the inn mentioned elsewhere but I have forgotten where and why.
I was a DM in the Greyhawk campaign since it was AD&D - for more than 15 years.
So My knowledge in Greyhawk is quite big.
As for The inn of the welcome wench, it was the only inn in Hommlet since the first rise of the temple, if you played the PC game "Temple of Elemental evil" (second rise of the temple)you surely can remember the inn of the welcome wench, even in the new 3rd edition model
"The return to ...." (3rd. rise of the temple) you can see in the book they mention the inn.

If you have any Q regarding Greyhawk ... you can ask me.
although my nick name is Strahd (because I played Ravenloft too)
 
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I've finished Tem, and I'd love to hash out some ideas on how he got to be out with y'all — I tried to make him mobile enough to get him in with just about any group of characters.
 

I'm interested!

I'd like to try a halfling druid, taking the first level racial substitution level from Races of the Wild. Maybe focusing on lance combat with his riding dog animal companion. He's really adventurous, and is drawn to Hommlet by the lure of adventure.
 

Lenwë Telrúnya

When most people think of elves they think of noble, honorable, magic using humanoids. However when one describes the Clan Telrúnya these words would most likely be far from their thoughts. Dispicable, dishonest, theiving, back-stabbing, sneaky, double-crossing, good for nothing have all become synonomous with this Elven family. Lenwë Telrúnya, the youngest of 13 children born to Elrohir and Silmarwen Telrúnya, witnessed many things from which a young elf such as he should have been sheltered. Murder by his brother, murder of 3 of his brothers, rape of his sister, arrest of his parents and 2 sisters, execution of 3 sisters and 2 brothers, death of his eldest brother in a duel, many thefts and scams by his older siblings... just to name some of the many.

Determined to better his luck and do better than the rest of his family, Lenwë decided to pay more than just lip service to Olidammara. He decided that by being a devout worshipper of the Laughing God he would live a longer and more prosperous life.

His home temple is in the sewers of the City of Greyhawk. Here he often runs an auction of stolen goods that he, his friends, or his few remaining live and free family members gather from around the city.

Lenwë has run many quests in the name of Olidimmara. He has done everything from robbing the rich, to breaking criminals out of prisons, to raiding temples of other Deities. He has also run quite a few adventures just to fill his pockets. He had recently heard of a stir in the Hommlet area and was headed in that direction when he ran across the beaten body of a human (Tem) on the outskirts of the City of Verbonc. The human was rather small and frail almost Elven in size as he was not much bigger than Lenwë himself. Lenwë tended to the human's wounds as he recognized the human from an occassinal visitor to his temple in Greyhawk. He invited the human to join him on a short trip down the way to a shrine to the Laughing God. (Maybe there someone can tell you more about your "box"... If Tem told Lenwë about the box)
 
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