OOC: Temple of Elemental Evil: Dim_Darknight

Tem very likely would have (he's cynical enough to believe that he can't influence his luck for good or ill at the moment — his belief in Olidammara is slightly contrarian, to say the least).
 

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Actually, as much as I am wanting to get into another game, I think I'll bow out of this one. Things are going in a different direction that I had hoped, so I'll open up a space for someone else. By my count my leaving still leaves four interested players, so the game can go on as scheduled.

Thanks for at least hearing my interest, though. Good gaming!
 



I'm very interested in this game, but I feel I can't join now for a couple reasons, mainly that I'm very familiar with T1, the Village of Homlett. I don't know the rest of the series, though. I'd love to be signed up as an alt, effective at the point when you finish T1 & move on to T2!
 

It looks like I need to extend the deadline. I'll push it to Friday. However, if enough people with acceptable characters apply before then I will start the game sooner. I would like six players, but if I can get a solid group of four...
 


Halbrom Starforge
Male Dwarf Wizard 2
Experience Points (required): 1,000 (3,000 for 3rd level)
Alignment: Neutral
Deity: Boccob, with lip service to Olidammara

Height: 4’4”
Weight: 179lbs
Eyes: Steel-grey
Hair: Black
Skin: Deep Tan
Age: 58

Strength 10 (+0) [10 base]
Dexterity 16 (+3) [16 base]
Constitution 17 (+3) [15 base, +2 racial]
Intelligence 18 (+4) [18 base]
Wisdom 14 (+2) [14 base]
Charisma 10 (+0) [12 base, -2 racial]

Class and Racial Abilities
+2 Con, -2 Cha; Medium humanoid (dwarf); Base speed 20 feet; Darkvision 60 feet; Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up; Weapon Familiarity: dwarven waraxes and dwarven urgroshes as martial weapons; Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground); +2 racial bonus on saving throws against poison; +2 racial bonus on saving throws against spells and spell-like effects; +1 racial bonus on attack rolls against orcs and goblinoids; +4 dodge bonus to Armor Class against monsters of the giant type; +2 racial bonus on Appraise checks that are related to stone or metal items; +2 racial bonus on Craft checks that are related to stone or metal.

Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard’s movements, which can cause her spells with somatic components to fail; Summon Familiar; Scribe Scroll (bonus feat).

Armour Class: 13 (10 base, +3 Dex) [touch 13, flat-footed 10]
+4 dodge bonus to Armor Class against monsters of the giant type
Armour Check Penalty: 0
Arcane Spell Failure: 0%
Hit Dice: 2d4+6 (4,3)
Hit Points: 13
Initiative: +3 (+3 Dex)
Speed: 20 feet

Base Attack Bonus/Grapple: +1 / +1

Weapons
+1 melee [1d4; 19-20/x2; piercing or slashing; dagger]
+1 melee [1d6; 20/x2; bludgeoning; club]
+4 ranged [1d8; 19-20/x2; 80 feet; piercing; light crossbow]

+1 racial bonus on attack rolls against orcs and goblinoids

Saves
Fortitude +3 [0 base, +3 Con]
Reflex +3 [0 base, +3 Dex]
Will +5 [3 base, +2 Wis]

+2 racial bonus on saving throws against poison
+2 racial bonus on saving throws against spells and spell-like effects

Skills (30 points; max ranks: 5)
Appraise +8 or +10 (stone or metal items) [1 rank (cc), +4 Int, +3 Raven familiar, +2 racial]
Concentration +5 [2 ranks, +3 Con]
Craft (untrained) +4 or +6 (related to stone or metal) [0 ranks, +4 Int, +2 racial]
Decipher Script +9 [5 ranks, +4 Int]
Knowledge (arcana) +9 [5 ranks, +4 Int]
Knowledge (history) +7 [3 ranks, +4 Int]
Knowledge (local) +7 [2 ranks, +4 Int]
Knowledge (nobility and royalty) +7 [2 ranks, +4 Int]
Knowledge (religion) +6 [2 ranks, +4 Int]
Knowledge (the planes) +6 [2 ranks, +4 Int]
Search (untrained) +4 or +6 (unusual stonework) [0 ranks, +4 Int, +2 racial]
Spellcraft +9 [5 ranks, +4 Int]

Feats
Alertness [familiar, when with arms reach]
Scribe Scroll [1st level Wizard bonus]
Spell Focus (enchantment) [1st level]

Languages
Common, Dwarven, Draconic, Giant, Goblin, Orc, Terran

Spells Prepared
Spells Per Day (4/3); Save DC = 14 + spell level (15 + spell level for enchantment* spells)
0-level (4) -- acid splash, daze*, detect magic, read magic
1st-level (3) -- mage armor, ray of enfeeblement, sleep*

Spellbook
0-level (all) -- acid splash, arcane mark, dancing lights, daze* (m), detect magic, detect poison, disrupt undead, flare, ghost sound (m), light (m), mage hand, mending, message (f), open/close (f), prestidigitation, ray of frost, read magic (f), resistance (m), touch of fatigue (m)
1st-level (9) -- charm person*, comprehend langauges (m), disguise self, hold portal, mage armor (m), magic missile, ray of enfeeblement, shield, sleep* (m)

Equipment
Dagger [1 lb]
Club [3 lb]
Light Crossbow [4 lb]
Bolts (20) [2 lb]
Explorer’s Outfit (earth tones) [8 lb--when stored]

Backpack [2 lb]
-- Bedroll [5 lb]
-- Blanket, Winter [3 lb]
-- Courtier’s Outfit (fine raven coloured wizard robes) [6 lb]
-- Flint & Steel [0 lb]
-- Mirror, Small Steel [0.5 lb]
-- Rations, Trail (4 days) [4 lb]
-- Sack (2) [1 lb]
-- Spellbook [3 lb]
-- Waterskin (1) [4 lb]
-- Whetstone [1 lb]

Belt Pouch [0.5 lb]
-- 9 sp, 8 cp [0.34 lb]

Spell Component Pouch (also hold foci) [2 lb]

Weight Carried: 42 lb (42.34 lb including money)

Carrying Capacity [10 Strength]
Light: 33 lb. or less; Medium: 34-66 lb.; Heavy: 67-100 lb.;
Lift (over head): 100 lb.; Lift (off ground): 200 lb.; Drag: 500 lb.

Money
9 sp, 8 cp

Darkwing, Raven familiar: Tiny magical beast; HD 2: hp 6; Init +2; Spd 20 ft., fly 60 ft. (average); AC 15 [+2 size, +2 Dex, +1 natural], touch 14, flat-footed 13; Base Atk +1; Grp -12; Atk +5 melee (1d2-5, claws); Full Atk +5 melee (1d2-5, claws); Space/Reach 2 1/2 ft./0 ft.; SA --; SQ low-light vision, speak common (su), improved evasion, share spells, empathic link; AL N; SV Fort +2, Ref +4, Will +4; Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 6.

Appearance
Halbrom is tall for a dwarf at 4’4”, but otherwise has the standard stocky dwarven build. His black beard is his pride and joy, long and luxurious it reaches to just above his belt, and with his black hair cut short his beard draws your eye. Steel-grey eyes peer out of his deeply tanned skin, which seem as if they are always weighing you, seeing if you’re worth his efforts. When travelling he wears clothing in earth tones, but he does have a fine raven coloured wizard’s robe for special occasions. He carries a dagger, club, and light crossbow on his belt none of which have seen much use. On his left shoulder sits an intelligent looking raven, which he refers to as Darkwing.

Background
A strange dwarf at best, Halbrom always had a feel for magic, but not the kind favoured by his people. Living with his clan in the Yatil Mountains where they mine various ores and gems, Mordenkainen had rendered them assistance in driving off marauding humanoids more than once. After the renowned mages assistance in defeating the most recent horde of humanoids, Halbrom finally struck up the courage to confront him about learning magic as his apprentice. Mordenkainen considered the request for quite some time, finally deciding to take the young dwarf on for a trial and without another word whisked him off to his mighty citadel hidden who knows where.

Halbrom soon found that learning magic wasn’t all he thought it would be. There was a lot more servile work than he expected, no magic whatsoever, and Mordenkainen was often gone for long periods where he was left to study treatises on history and politics. A typical dwarf in every other way though, he persevered with the tasks he was given knowing that it must eventually lead to something. Finally his persistence paid off and he began learning magical lore and a while after that his first simple spells.

Having trained under Mordenkainen for more than a dozen years, Halbrom is finally reentering the world outside of the fortress once again. Enmeshed in the machinations of the Circle of Eight as an apprentice of its leader, he is a willing tool for the goals of the group. Placed near the village of Hommlet by Mordenkainen, as he sees trouble rising there and wants to know more, Halbrom comes across several people at a shrine to Olidammara as he makes his way into town. Thinking it can’t hurt to have a little luck on his side, he tosses a silver coin into the water as he makes a whispered prayer for luck...
 
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Still room?

Excellent! A blast from the past! If there is still a spot open, I'll go ahead and post a character soon. Based on the classes I see already, I'll stick with a human fighter, maybe a spiked chain specialist.
 

Not sure if there's still a possible space going or not, but I've never played the module and I know I need to sooner or later so I'd sure like to get in on this. :)

I sure do like the idea of a group of Olidammara worshippers too... that could be really cool.

So if there's room for me, I'll work up a human bard running from his past and headed eventually for the Seeker of the Song PrC.
 

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