Maddgoth’s Castle (restart?)
+ Log in or register to post
Page 1 of 12 1234567891011 ... LastLast
Results 1 to 10 of 111
  1. #1
    Member
    Thaumaturgist (Lvl 9)



    Join Date
    Feb 2004
    Location
    Roof of America, yelling
    Posts
    5,618
    Reviews
    Read 1 Reviews

    ø Block Evilhalfling


    ø Friend+

    Maddgoth’s Castle (restart?)

    Maddgoth’s Castle – Undermountain Dungeon Crawl
    an Oldschool Dungeoncrawl - to find the mysterious Floating Castle rumored to exist within undermountain.
    Missused magic, bizarre twists and unexplained effects should all be expected.

    Characters –
    8th level, point buy 31 pts
    Books: Core, XPH, Draconomicon

    Im looking at starting a short term Generic Forgotten Realms game – 8th level characters.
    Taking place in under mountain areas of Waterdeep. Specifically Maddgoth’s Castle, converted to 3.5.


    By generic FR I mean no FR specific setting rules, only flavor, history, and locations.
    Basically it is set in FR just to allow deeper backstories, but don't worry about it if you don't know the setting that well.

    Adventures should be an established group. I am looking for at least five PCs.
    Characters should have history, personality and existing relationships. Gold will be 28,000 with no more than ½ in a single item.

    Whose interested?
    Last edited by Evilhalfling; Wednesday, 10th May, 2006 at 02:44 AM.

  2. #2
    Member
    Novice (Lvl 1)

    Ion's Avatar

    Join Date
    Jan 2004
    Location
    Toronto, ON
    Posts
    374
    Reviews
    Read 0 Reviews

    ø Block Ion


    ø Friend+
    I'm in, if you'll have me.

  3. #3
    Member
    Novice (Lvl 1)



    Join Date
    Jun 2005
    Location
    Sacramento, CA
    Posts
    376
    Reviews
    Read 0 Reviews

    ø Block Endovior


    ø Friend+
    Hmm. I was looking for something else to do... sounds interesting.

    Is this just a one-shot, or planned as part of a larger plotline?

  4. #4
    Member
    Novice (Lvl 1)



    Join Date
    Mar 2003
    Location
    In port for a few days...
    Posts
    50
    Reviews
    Read 0 Reviews

    ø Block zevon


    ø Friend+
    I would like to play a druid, if they're alright with your setting.

    Asher Faine- Druid, 8.
    Race- Human
    Alignment- Neutral Good

    Str- 9
    Dex- 12
    Con- 14
    Int- 14
    Wis- 18
    Cha- 12

    Hit Points = 58
    Speed = 30ft
    Armor Class = 15 (10+3 armor+1 natural armor+1 dex mod).
    Initiative = 1 (+1 dex)
    Base Attack = 6/1
    Saving Throws- Will 11, Fort, 9, Ref, 4.

    Skill Ranks- Concentration 10, Knowledge (nature) +10 (+2 synergy), Profession (brewer) +10, Knowledge (religion) 8, Heal, +8, Survival 8, Swim 4, Sense Motive 3, Spot 3, Handle Animal 3, Spot 3.
    Class Abilities- Wild Shape (Large), Wild Shape 3x a day, Resist Nature's Lure, Trackless Step, Woodland Stride, Animal Companion, Wild Empathy.
    Feats- Simple Weapon, Armor (light, medium), Spell Penetration, Shield, Leadership, Craft Wonderous Item, Greater Spell Penetration, Natural Spell.

    Equipment- Hide armor, sling, quarterstaff, homebrewer's kit, healer's kit, bullets (50) winter blanket, amulet of natural armor +1 (2000 gp), Cloak of Resistance +1 (1000 gp), Slippers of Spider Climbing (4800 gp),

    Asher was raised by the priest of an abbey in a small woodland village. His father, affectionately known as the Fat Friar (he quite liked the nickname), was more recognized for his ability to tastefully age (and imbibe) a particularly delicate wine or hearty ale than for his jovial and insightful sermons. Wise though the sermons might have been, Ash preferred the company he found in the wood, field mice, to church mice and a friend in a young ranger called Adalar. The two of them spent many days together, gathering the herbs for a wheat ale or honey weiss. Eventually the urge to wander struck Adalar and Asher, armed with his father's round belly and jovial demeanor followed him into the wild. Adalar eventually stumbled upon a thicket that agreed with him and made his home at the foot of the mountians, while Adalar moved on to slake his wanderlust. (I realize this background is kind of lame, but I'll extrapolate a bit once some campaign background is established(whether here or later, IC), as I know little of campaign setting.


    Lemme know if this looks alright; Spells and languages yet to come... Might change some equipment or feats too.

    Also, what are your thoughts on Animal Companions? Theoretically I could have a lion (Rowr!) but if you don't think the setting is proper or whatever, I understand.. Let me know what you think...Thanks.
    Last edited by zevon; Sunday, 20th November, 2005 at 11:06 AM. Reason: clean up

  5. #5
    Boingy! Boingy! COPPER SUBSCRIBER
    Thaumaturgist (Lvl 9)

    Mark Chance's Avatar

    Join Date
    Feb 2002
    Location
    Houston, TX
    Posts
    5,065
    Reviews
    Read 0 Reviews

    ø Block Mark Chance


    ø Friend+
    Quote Originally Posted by Evilhalfling
    Books: Core, EXP, Draconomicon
    Sounds interesting. What's "EXP"?

    I do have a fighter concept I've been wanting to try.

  6. #6
    Member
    Novice (Lvl 1)

    Ion's Avatar

    Join Date
    Jan 2004
    Location
    Toronto, ON
    Posts
    374
    Reviews
    Read 0 Reviews

    ø Block Ion


    ø Friend+
    Erik Barrow
    Human Fighter 8

    [imagel]http://homepage.usask.ca/~rad764/dnd/erik-avatar.jpg[/imagel]

    Erik grew up in Nesmé, a mid sized trading town surrouned by bog pocketed hills and rocky ridges. His family, the Barrows, have traditionally been members of the church of Jergal, recording the form of death and destination in the afterlife as he passes on. As a boy, Erik was quickly put to work digging graves and building funeral pyres. After the time of troubles, with the death domain passing to less and less savory characters, a stigma developed, unjustly associating the Barrows with all the evil and unsavory acts committed in the name of death. Since Kelemvor has taken over the domain, people's attitudes have started to change, but Erik has lived with that persecution all his life.

    Living in the Evermoors isn't easy; They are notorious for their numerous Troll bands, marauding Orc bands and savage Hill Giants. Erik trained with the local militia, "the Riders", learning to swing a sword or club and to guard the city with the best of them. Not satisfied with simply protecting the city, Erik gathered with him other stout adventurers, and began hunting the evil beasts which roamed the Evermoors; and for a time, he was successful.

    His most stalwart companion was his brother Axis, a lean lad who had deadly aim with his crossbow. Axis was a good fighter, but his eagerness for the kill was his downfall. During his last battle, he dashed across the hill the opposing band of orcs was retreating over, and ran right into their trap.

    After Axis's death, home just wasn't the same for Erik. He couldn't face his mother's disapproving looks for long, and so he headed out into the world, trying to save the brothers of others.

    Spoiler:
    Code:
    Erik Barrow
    
    Size/Type:  	Medium Humanoid (Human)
    Hit Dice: 	8d10 + 16    (52 hp)
    Initiative: 	+1 (+1 Dex)
    Speed: 	30 ft. 
    
    Armor Class: 16  (10 + 1 Dex + 5 Rhino Hide)
    Flat Footed: 15  (10 + 5 Rhino Hide)
          Touch: 11  (10 + 1 Dex)
    						(Armor check penalty -2)
    
    Base Attack/Grapple: (+8/+3) / +11	
    
    Attack: 	+14 Giantbane Mace (1d8 + 6 /x2)
    	or	+11 Unarmed (1d3 + 3 /x2)
    
    Full Attack: 	+14/+9 Giantbane Mace (1d8 + 6 /x2)
    	or	+11/+6 Unarmed (1d3 + 3 /x2)
    
    Saves: 	Fort	+8 (+6 base, +2 Con)
    	Ref	+3 (+2 base, +1 Dex) 
    	Will	+3 (+2 base, +1 Wis)
    
    Abilities: 	Str 16, Dex 12, Con 14, Int 14, Wis 12, Cha 12
    
    Skills: 	Climb +12 (11 ranks + 3 Str - 2 Armor)
    		Handle Animal +12 (11 + 1 Cha)
    		Intimidate +15 (11 ranks + 3 skill focus + 1 Cha)
    		Jump +12 (11 ranks + 3 Str - 2 Armor)
    		Ride +12 (11 ranks +1 Dex)
    
    Feats: 		Improved Unarmed Strike
    		Skill Focus (Intimidate)
    		Weapon Focus (Mace, Heavy)
    		Weapon Specilization (Mace, Heavy)*
    		Greater Weapon Focus (Mace, Heavy)*
    		Power Attack*
    		Cleave*
    		Great Cleave*
    		Iron Will**
    *Fighter Bonus
    **Human Bonus
    
    Common, Dwarven, Giant.
    	
    Treasure:
    	23gp
    	Potion of Bull's Strength, x2
    	Helm of Night (as goggles of night, 60ft Darkvision)
    	Rhino Hide Armor (+2 hide, +2d6 dmg on a charge)
    	+1 Giantbane Heavy Mace (+2 atk / 2d6+2 dmg vs Giants)
    	Ring of Feather Fall
    
    Alignment: Neutral Good
    Last edited by Ion; Sunday, 27th November, 2005 at 04:30 AM.

  7. #7
    Member
    Novice (Lvl 1)

    Ion's Avatar

    Join Date
    Jan 2004
    Location
    Toronto, ON
    Posts
    374
    Reviews
    Read 0 Reviews

    ø Block Ion


    ø Friend+
    Quote Originally Posted by Mark Chance
    Sounds interesting. What's "EXP"?
    My gut guess is that EXP is the Expanded Psionics Handbook

  8. #8
    Member
    Guide (Lvl 11)



    Join Date
    Jan 2002
    Location
    Fairfax
    Posts
    18,043
    Reviews
    Read 0 Reviews

    ø Block Voadam


    ø Friend+
    Interested, I'll come up with something. Any deadlines for posting characters? Is EXP the 3.5 psionics book? SRD monster races OK?

  9. #9
    Member
    Novice (Lvl 1)

    orbitalfreak's Avatar

    Join Date
    Jan 2002
    Location
    southeast Louisiana
    Posts
    920
    Reviews
    Read 0 Reviews

    ø Block orbitalfreak


    ø Friend+
    This could be fun. I'd like to go in for a rogue with an emphasis on dungeoneering. I'll try to get stats and the rest up sometime in the next day or so.

  10. #10
    Member
    Guide (Lvl 11)



    Join Date
    Jan 2002
    Location
    Fairfax
    Posts
    18,043
    Reviews
    Read 0 Reviews

    ø Block Voadam


    ø Friend+
    Konrad Stonefist

    Dwarf monk 8
    LG medium humanoid dwarf MV 40 ft, reach 5 ft.

    S 10 +2 = 20 (+5)
    D 6 = 14 (+2)
    C 6 +2 = 16 (+3)
    I 2 = 10
    W 6 +2 = 16 (+3)
    C 1 -2 = 7 (-2)

    F +9, R +10, W +9
    HP ?
    AC 21 (+3 armor, +2 dex, +5 monk, + 1 deflection), 18, 19

    Attack +12 unarmed 2d6+5
    Flurry +11/+11/+6 unarmed 2d6+5

    BAB +6
    Grapple +15
    Initiative + 2
    Trip +9

    Feats:
    Improved Unarmed Strike (B), Improved Grapple (B), Deflect Arrows (B), Improved Trip (B), Lightning Reflexes, Weapon Focus Unarmed Strike, Blind fighting,

    Skills
    Jump 11+5 = 16
    Climb 11+5 = 16
    Tumble 11 +2 = 13
    Spot 11+3 = 14

    Dwarf:
    Spoiler:
    • +2 Constitution, –2 Charisma.
    • Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
    • Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
    • Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
    • 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: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic 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. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
    • +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.
    • Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
    • Favored Class: Fighter. A multiclass dwarf ’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing


    Monk:
    Spoiler:
    Bonus Feat: At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.
    Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
    Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed. +20 ft
    Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
    Ki Strike (Su): At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
    Slow Fall (Ex): At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm. 40 ft.
    Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.
    Wholeness of Body (Su): At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.


    Equipment
    13K monk's belt
    9k Bracers of Armor +3
    2K Ring of protection +1
    4K Periapt of wisdom +2

    Konrad is a dark haired broad chested dwarf, dressed in brown breeches with stout boots, a broad belt, and thick bracers he appears quite the dwarven roughneck bruiser. A small ring and a periapt hanging from his neck are the only current signs of dwarvish wealth about him.

    Konrad is a practitioner of the dwarven Flowing Magma school of combat. He has trained to harden his mind and body and use them to roll with an opponent's punches and turn their power against them. He is partial to acrobatic leaps in combat and his flying jump kicks have knocked more than one opponent off their feet and staved in other unfortunates' ribs.

    Currently he is interested in finding the "flying mountain" of undermountain.
    Last edited by Voadam; Monday, 21st November, 2005 at 05:14 PM.

+ Log in or register to post
Page 1 of 12 1234567891011 ... LastLast

Quick Reply Quick Reply

Similar Threads

  1. Restart From Last Save?
    By Scribble in forum Roleplaying Games General Discussion
    Replies: 42
    Last Post: Sunday, 30th November, 2008, 06:50 AM
  2. C&C Society Restart
    By seskis281 in forum Roleplaying Games General Discussion
    Replies: 2
    Last Post: Thursday, 24th July, 2008, 11:00 PM
  3. Warlords of Pangea: Restart!!
    By trilobite in forum Talking the Talk
    Replies: 88
    Last Post: Tuesday, 29th November, 2005, 04:10 PM
  4. The Ring Restart
    By Mistwell in forum Miscellaneous Geek Talk & Media Lounge
    Replies: 2
    Last Post: Wednesday, 13th November, 2002, 05:33 AM
  5. Poll: Restart Date!
    By Berandor in forum Playing the Game
    Replies: 9
    Last Post: Monday, 28th January, 2002, 04:50 AM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •