Maddgoth’s Castle (restart?)

Evilhalfling

Adventurer
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?
 
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Endovior

First Post
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?
 

zevon

First Post
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.
 
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Ion

Explorer
Erik Barrow
[SIZE=-2]Human Fighter 8[/SIZE]

[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.

[sblock]
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
[/sblock]
 
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Voadam

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

orbitalfreak

First Post
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.
 

Voadam

Legend
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:[SBLOCK]• +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
[/SBLOCK]

Monk:[SBLOCK]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.
[/SBLOCK]

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.
 
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