Dark Days of Greyhawk
Dwarven Explorer from the Underdark
Name: Durin Deepdelver
Player: Dan R.
Race: Mountain Dwarf/Deep Dwarf
Weight: 142 lbs
Alignment: Neutral Good
Next Level: 2,250/1,250
Kit: Explorer (CRE)
Bend Bars/Lift Gates: 13%
Weight Allowance: 85 lbs
Open Doors: 10
Max. Press: 220 lbs
Damage Adj.: 1
Short bow, flight arrow
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Dry rations (1 week)
Daily Food and Lodging
Flint and steel
Axe, hand/throwing x2
Belt pouch, small
Rope, silk (50 ft) x3
Full armor, splint mail
Short bow, flight arrow x24
Good cloth cloak
Scabbard, hanger, baldric
- Gold Pieces x13
- Silver Pieces x7
Currently carrying 124.00 pounds (Moderate Encumbrance, 3 Movement)
Movement and Encumbrance
Hide in shadows
Empathy with animals – May befriend animals.
Followers – Attracts 2d6 followers at 10th level.
Hide in shadows 10% – May hide in natural settings.
Move silently 15% – May move silently through natural settings.
Priest spells – May begin to cast Priest spells at 8th level.
Special enemy – Familiar with one type of creature; granted a +4 to attack rolls and a -4 penalty to reaction rolls when
encountering this creature.
Tracking proficiency – Given the tracking proficiency, and will improve by 1 for every three levels.
Two-weapon style – May fight with two weapons with no penalty if wearing studded leather armor or lighter.
Major Spheres of Magic – Animal, Plant
Backstab – Surprise attack may inflict double damage. For every four levels beyond first, the damage multiplier increases by one.
Climb walls* 15% – Able to climb vertical or smooth surfaces.
Detect noise* – May hear faint noises.
Find/remove traps* – Skill at finding and disarming traps.
Followers – Attracts followers when a stronghold is built and name level is reached.
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Hide in shadows* – Grants the ability to hide in shadows.
Move silently* – May move without making a sound.
Open locks* 10% – Skill at opening locks with the proper tools.
Pick pockets* – Skill at pilfering small items from pockets or purses.
Read languages* 5% – Skill at deciphering unknown texts.
Scroll Use 10% – May use magic scrolls at 9th level.
Thieves’ cant – Knowledge of the secret language of thieves.
The restless spirit of the Explorer makes him the most nomadic of all rangers. His travels take him around the world, as he
continually seeks new lands to investigate and new cultures to study. No region is too remote, no society too primitive to pique the
Explorer’s interest. An expert in communication, survival, and anthropology, the Explorer’s skills are invaluable for safely navigating
uncharted terrain and negotiating with suspicious natives.
Languages: An Explorer has the capability of learning twice the normal number of languages allowed by his Intelligence score (see
Table 4 in Chapter 1 of the Player’s Handbook). For instance, an Explorer with an Intelligence score of 12 can learn six languages
instead of the usual three. All languages still cost a proficiency slot each.
Find the Path: The Explorer can use this ability to sense the correct direction that will eventually lead to a desired geographical
locale, which must be in an outdoor setting. The Explorer must have some clue, map, information, or body of research about the
locale in order to use this ability. It can be used once per week, providing a day’s worth of guidance (hence it is of greatest use on an
expedition of weeks or months duration).
Culture Sense: This ability allows the Explorer to acquire general knowledge about the laws and customs of a tribe, village, or
settlement. Once per week, the Explorer may attempt to use this ability by touching a member of the tribe or village. The villager
must have the knowledge the Explorer wishes to gain; for instance, the villager can’t be an infant or mentally deficient. Cooperation
of the villager isn’t required; touching an attacking or sleeping villager works as well.
The villager must make a saving throw vs. spells. If the throw succeeds, the Explorer learns nothing. If the throw fails, the Explorer
acquires an instant understanding of the villager’s laws and customs, including those applicable to related clans or tribes (such as the
social etiquette pertaining to all aarakocra in the region, not just this particular group). Information learned through this ability might
include local laws (no one is allowed on the village streets after dark without written permission), accepted courtesies (strangers bow
to all children), and cultural taboos (hats and other head coverings are considered offensive). Successful use of this ability also gives
the Explorer a +1 reaction adjustment when encountering any other members of the tribe, village, or settlement.
The DM may limit the quality and amount of information in any way he sees fit. The knowledge acquired through this ability doesn’t
ensure proper conduct; the Explorer’s behavior (and the player’s decisions) will ultimately determine the reaction of all villagers.
Limited Animal Empathy: Because he spends little time in one place, and much of his time is spent on native cultures and
geographical studies, an Explorer does not develop animal empathy to the degree of other rangers. When dealing with wild or
attack-trained animals, the animal’s saving throw vs. rods has a +2 bonus. Further, the Explorer must make a successful Wisdom
check when trying to calm or befriend domestic animals.
Few Followers: The Explorer would travel lightly, unencumbered by followers that require his attention. Thus, he will have no more
than two followers at the same time. If he already has two followers, a new follower won’t arrive until one of his current followers is
dismissed, lost, or killed.
No Fortifications: An Explorer has little interest in the responsibilities associated with property ownership. He will never build a
castle or any other fortification.
Kit – Explorer (CRE)
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Maximum Wizard Spells Per Level: 7
Cleric Spell Failure Rate: 0%
Maximum Wizard Spell Level: 6th
Wizard Chance to Learn New Spell: 50%
Area of Effect
Ranger Spells Granted
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Currently carrying the Spear of Tinnal
Durin comes from an area deep underground called Deephold. This far-flung Dwarven enclave lies thousands of feet below the surface where the Rakers Mountain Range meets the Flinty Hills (see Greyhawk). Deephold was first setup by a large contingent of Mountain Dwarves to combat a steady stream of attacks by the Drow and their minions coming up from an immensely vast warren of huge caves, caverns and tunnels. Eventually Deephold became isolated from other Dwarven settlements. Although this isolation from other dwarf communities made for a hard existence, the Dwarves of Deephold learned to adapt, survive and eventually to keenly exploit the immense subterranean realm.
The Dwarves of Deephold learned a great deal about the underdark after many generations. Gleaning valuable information from other subterranean races about the complicated environment and ecosystem, the isolated inhabitants of Deephold developed valuable new skills in order to survive. Unlike other dwarf, the Deephold Dwarves actually formed such a close bond with their unique, underground environment that some eventually became Rangers of the Underdark. Some of these explorers ranged far and wide and eventually made it, again, to the surface world.
Durin Deepdelver is one such explorer. Having spent his youth under the expert guidance of another Dwarf Ranger, Durin eventually journeyed all the way to the surface world. Although the shock of seeing the sun for the first time drove him again underground, he persisted and now is almost at home on the surface world as he is in the Underdark. Almost. Durin dislikes extremely bright, clear summer days.