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The Madhouse [Character Creation Thread]

A classic 2e Puzzle dungeon for High Level characters
Beware, this one is substantially longer and (IMHO) even harder than the legendary Tomb of Horrors!
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The Madhouse [Character Creation Thread]

Post by TristenC »

Any discussion about character creation can be discussed here or in a player's private thread (once they have been accepted into the game.

Here is an example character sheet:

Jarginder by Nocturno
Tusked Elf Cleric/Mage (12/12), CG
XP: 1,016,573/1,010,193 (TNL: 1,200,000/1,125,000) (10% bonus for high Wis and Int)
Stats: Str 14 (wt allw/max 55/170, OD 8, Bb/Lg 7%); Dex 7; Con 8 (-1, raised from the dead); Int 17; Wis 18 (pearl of wis, mag def +4); Cha 13
Ht: 6’ Wt: 158 lbs Age: 55
AC: 2 (Cloak of Protection +1, Phantom Armor -7) [12/12] hp
Current Hp: 44/44.5 Status: Normal (MV 12/12)


Saves: PPDM (5); RSW (6); PetPoly (8); BW (10); Sp (7). [+4 vs mental attks, cloak of protection +1 included*]

WP: Staff, Mace, Sling, Flail (1d6+1/2d4), Club. Thac0: 14
Staff-Mace:
On command becomes one of the following:
Quarterstaff +3 iron shod (thac0 11, spd 1, 1d6+3/1d6+3)
Footman's mace +1 (thac0 13, sp 6, 1d6+2/1d6+1)
Horseman's mace +2 (thac0 12, sp 5, 1d6+2/1d4+2)

NWP: Astrology (17), Ancient History (16), Healing (15), Herbalism (15), Languages (Ancient) (17), Reading/Writing (18), Religion (17), Spellcraft (15)
Languages: Common, Dwarven, Elven, Kobold, Gnoll, Goblin, Orc


Racial bonuses/abilities: Tusked Elf
30% resistance to sleep/charm, Infravision (60 ft)
Detect Concealed or Secret doors (10 ft): Inactive(0;1/6); Active(2/6;3/6)

Class/Kit bonuses/abilities
Arcane Magic, ability to have a Familiar
Divine Magic, Turn Undead


Gear: [weight in lbs], {objects in container}
2 Belts, Riding Boots, Breeches, Hat, Cloak of Protection +1, Green serpent ring^, Gloves, Embroidered robe, Holy Symbol [0.1] with Pearl of Wisdom imbedded, Knife Sheath{knife [1]}, Lg Belt Pouch [1]{10 Holy Water [1], sewing Needle, Spyglass [1], 10 Candles [1], Chalk [0.1], Fishhooks 10x [0.1]}, Girdle of Many Pouches [5]{10 Weeks Dry Rations in 7 different pouches [70], sling [0.1], sling bullets 30x [15], Flint and Steel [0.1], Grappling Hook [4], lamp oil 5x [5], scroll case [0.5]{10x Paper [0.1]}, 50ft Silk Rope [8], Fine Fur Cloak, Writing Ink [0.1], Torches 5x [5], Whetstone [0.1], Wineskin water [5], Wineskin of Ale [5]: tot = 118 lbs}, Staff-Mace [4]
Wt Carried: 14.3 lbs

Backpack (worn) [2]{4 Spellbooks, Mittens, Bullseye lantern [3], Winter blanket [3], small Tent [10] Common cloth 10 sq yd [10], Canvas 4yrds [4], Fishing net [5], spellbooks in individual leather satchels}
Wt Stored: 37 lbs

Total Eq wt: 51.3 lbs (Unencumbered with or w/o pack. Lt enc at 55 lbs)


Riding Horse (at camp)
{Bit and Bridle, Saddle Blanket, Lg Saddle Bag{Horseshoes, }}

Camp:
Saddle, Pack
Saddle, Riding
4 Large Saddle Bags


Magic: (Arcane & Divine)
Arcane:
75% chance to learn. Max spells/lvl: 1st (14/14), 2nd (14/14), 3rd (14/14), 4th (14/14), 5th (9/14), 6th (4/14). Max spell lvl 8th
Spellbooks (353/400 used) 4 books

Spells Known:
Lvl1: Charm Person, Comprehend Languages, Detect Magic, Enlarge, Gauntlet, Grease, Identify, Ladder, Light, Magic Missile, Mount, Phantom Armor, Shield, Tenser's Floating Disc

Lvl2: Bigby’s Dextrous digit, Bigby’s Silencing Hand, Bind, Blindness, Blur, Due North, Detect Invis, Forget, Invisiblity, Knock, Levitate, Magic Mouth, Mirror Image, Wizard Lock

Lvl3: Clairaudience, Clairvoyance, Dispel Magic, FIREBALL!, Flame Arrow, Fly, Gust of Wind, Haste, Hold Person, Invisibility 10', Lightning Bolt, Monst Summ 1, Tongues, Wraithform

Lvl4: Detect Scrying, Dig, Dimension Door, Enervation, Fire Charm, Imp. Invis., Leomund's Secure Shelter, Minor Globe of Invul, Poly Other, *Poly Self (Freebie), Rary's Enhancer, Stoneskin, Vacancy, *Wall of Fire (Freebie), Wizard Eye

Lvl5: Airy Water, Bigby's Interposing Hand, Cone of Cold, Dismissal, Faithful Hound, *Summon Shadow (freebie), Telekinesis, Telepory, Wall of Iron

Lvl6: Disintegrate, Eyebite, Glassee, *Globe of Invul (Freebie)

Spells Memorized (4/4/4/4/4/1/-/-/na)
Lvl1: Magic Missile x2, Gauntlet, Phantom Armor
Lvl2: Knock x2, Blur, Mirror Image
Lvl3: Clairvoyance, Flame Arrow, Invisibility 10', Lightning Bolt
Lvl4: Detect Scrying, Leomund's Secure Shelter, Stoneskin x2
Lvl5: Cone of Cold, Faithful Hound, empty x2
Lvl6: Disintegrate


Divine:
Major Access: All, Astral, Charm, Combat, Creation, Divination, Guardinan, Healing, Necromantic, Protection, Summoning, Sun
Minor Access: Elemental
Forbidden: Animal, Plant, Weather

Spells Memorized: (8/7/6/4/2/2/na)
Lvl1: Cure Light Wounds x4, Detect Poison, Light, Protection from Evil, Sanctuary
Lvl2: Aid x2, Cure Moderate Wounds x3, Silence 15', Withdraw
Lvl3: Cure Blindness, Cure Disease, Dispel Magic, Remove Curse, Remove Paralysis, empty
Lvl4: Cure Serious Wounds x2, Neutilze Poison, Free Action
Lvl5: Cure Critical Wounds, Raise Dead
Lvl6: Heal, Word of Recall (15' from camp)
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Re: The Madhouse [Character Creation Thread]

Post by BishGada »

Hi,
So I found old description of Ke'Sha who was the replacement of the mighty Yelb (who was great with his limited wish!!).
Ke'Sha is an evil priest drawn to power and ready to collaborate even with good creature as far as it suits him with his own goals.
According to the sheet he has a Quasit as familiar and is also strong.

Will you allow using him? If not I'll try to create another character during this week.

If so I'll have to revisit the spells...

And I think naming the monstrous zombies Ho and Rror was your joke, not mine. :lol:
Vir Ke'Sha Tav'Lux
Male Athasian Halfling, Priest of The Lord of Undead leve 14 (15 +1 Quasit Familiar) (CE) / In LoM level 16 (17)

Abilities: STR 4 (18/00), DEX 18, CON 16, INT 14, WIS 20 (21), CHA 7, Age 64, HT 3'5", WT 56 lbs
HP: 72 (96) /72 (96) (+2 CON, +20 Familiar, +1 level) / In LoM: 80 (104) /80 (104) (+2 CON, +20 Familiar, +1 level)
THAC0: 12 / (In LoM 10) (+8 Sling of Seeking, +6 projectile, +3 Melee, +3 Staff Sling)
AC: -3 (-4 DEX, -9 full plate armor)
Dmg: Sling +2 Seeking (1d4+9/1d6+9), Staff Sling (1d4+7/1d6+7), blowgun (1d3+6 + poison/1d2+6+poison), Morning Star (2d4+6/1d6+7), Sickle (1d4+7/1d4+6)
ROF: Blowgun (2/1), Sling +2 Seeking (1/1), Staff Sling (2/1)
XP: 1,500,000/1,575,000 / In LoM 2,000,000/2,025,000
Saves: PPDM 5 (+4 Halfling for poison), RSW 9 (+4 Dex, +4 Halfling), PP 8, BW 11 (+4 Dex), S 10 (+4 Halfling, +4 Wis - mind spells) / In LoM: PPDM 4 (+4 Halfling for poison), RSW 8 (+4 Dex, +4 Halfling), PP 7, BW 10 (+4 Dex), S 9 (+4 Halfling, +4 Wis - mind spells)
Skills: Halfling Resistance (+4), Small-sized bonus, infravision (60 feet), detect grade or slope in passage (1-3 on 1d4), determine approximate direction underground (1-3 on 1d6)
Surprise bonus +4 if alone and without metal armor. +2 if need to open door.
+1 bonus attack rolls when using thrown weapons and slings.
Bonus spells (WIS): 3x1st, 3x2nd, 3x3rd, 2x4th, 1x5th
Immunities ( due to WIS): Cause fear, Friends, Hypnotism, Charm person, Command, Forget, Hold person, Ray of enfeeblement, Scare, Fear.
Granted Powers: 3 times the number of undead affected by turn, +1 HP per die of animated undead, make ghoul (1,000gp) ghast (4,800gp) ju-ju zombie (6,070gp) mummy (11,000gp), In LoM vampire or lich (20,000gp)
+2 reaction adj.
Familiar Impact: +1 level, regenerate 1hp/round, infravision 60', telepathic connection and senses, 25% MR, +20HP

XP Bonus (10% )
WP (5) / (6 in LoM): Sickle, Blowgun, Sling, Morning Star, Staff Sling, Flail
NWP (12/13): Botany (1) (Int -1), Speed casting (2/3) (Wis -2) (-1 CT/ -2 CT), Danger sense (2) (Wis -2), Healing (2) (Wis -2), Herbalism (2) (Int -2), Diagnostics (1) (Wis -1), Poisons (2) (Int)
Languages: Common, Halfling, Dwarven, Orc
Gear:
Head – Fetishes, Black hood, Ioun stone vibrant purple prism (stores [2d6] = 5 spell levels), 2nd Ioun stone vibrant purple prism (stores [2d6] = 12 spell levels)
Neck - Necklace of trinkets and bones (Pearl of Wisdom), Holy Symbol (Pearl embedded within)
Torso – Hooded black coat [10lbr], Backpack [4 lbs] x2, torn leather jacket, shirt / Full Plate Darkened and dented [35lbr]
Hands - Bracelets, Tattoos, Gauntlets of Ogre Power, Blowgun [2lbr], Prayer beads
Arms - Snake pet [20lbr]
Waist – Gray leather belt, ingredients pouches x 5 [5lbr], Sling of Seeking +2, Morning Star [12lbr], Bolt case (50 darts) [6lbr], Bolt case (50 darts) [6lbr],
Sling bullets x10 [5lbr], Staff Sling [2lbr]
Feet – Leather boots
Backpack 1 - Rations, Mace [8lbr], Sickle [3lbr], scalpel [1lbr], torches x10 [10lbr] incense x10 [1lbr], candles x4, Vials and bottles [2lbr], Greek Fire x10 [20lbr], Holy water x10 [1lbr],
Unholy water x10 [1lbr], Mirror, Sling bullets x20 [10lbr], Blackened whip [2lbr], Bed roll, Net [5lbr]
Backpack 2 - Rope [20lbr], Gloves to handle poison [2lbr], 10 rations [1lbr], Potion of healing
Ingridient pouch 1 [10 lbr] - graveyard soil, vial of blood, ...
Ingridient pouch 2 [10 lbr] -
Ingridient pouch 3 [10 lbr] -
Ingridient pouch 4 [10 lbr] -
Ingridient pouch 5 [10 lbr] -
Belt pouch 1 [10 lbr] - Vials of injected paralytic poison (Type O 2x8 doses), Vials of injected death poison (Type E 8 doses), Vials of injected death poison (Type F 3x8 doses)
Belt pouch 2 [10 lbr] - 30gp

Wish list: Grenades of Acid x10 [20lbr], Grenades of Poisonous gas x10 [20lbr], Grenades of explosion x10 [20lbr], Grenades of smoke x10 [20lbr]

Encumbrance: 279lbr - No Encumbrance Mv 6

Spells: Bless (1st), Combine (1st), Detect Evil (1st), Purify Food & Drink (1st), Speak With Astral Traveler (1st), Command (1st), Remove Fear (1st), Invisibility to Undead (1st),
Call Upon Faith (1st), Emotion Read (1st), Thought Capture (1st), Magical Stone (1st), Shillelagh (1st), Analyze Balance (1st), Detect Magic (1st), Detect Poison (1st), Detect Snares & Pits (1st), Locate Animals or Plants (1st), Endure Cold/Endure Heat (1st), Protection From Evil (1st), Ring of Hands/Ring of Woe* (1st), Sanctuary (1st), Light (1st)
Sanctify/Defile* (2nd), Enthrall (2nd), Hold Person (2nd), Music of the Spheres (2nd), Mystic Transfer* (2nd), Aid (2nd), Draw Upon Holy Might (2nd), Idea (2nd), Mind Read (2nd), Chant (2nd), Spiritual Hammer (2nd), Augury (2nd), Detect Charm (2nd), Find Traps (2nd), Know Alignment (2nd), Speak With Animals (2nd), Barkskin (2nd), Resist Fire/Resist Cold (2nd), Withdraw (2nd),
... (oh well, I need to rewrite this post...)

Memorized Spells:
1st (6+3 / 7 + 3): Bless x2, Protection From Evilx2, Command, Ebony Hand, Spectral Senses, Undead Alacrityx2, Protection from evil
2nd (6+3 / 7 + 3): Hold Personx2, Aidx2, Withdraw, , Find Traps, Spiritual Hammer, Resist Turning, Dark Fire of Beshaba (Priest spells compedium)
3rd (6+3 / 7 + 3): Emotion Control x2, Life Drain x2, Cure Blindness or Deafness, Protection from fire, Prayer, Dispel Magic, Remove Cursex2
4th (6+2 / 7 + 2): Heart Blight, Cause Insanity, Solipsism, Mental domination x2, Free Actionx2, Genius, Heart Blight
5th (4+1 / 5 + 1): Quest, Undead Regeneration/Drain, Raise Dead, Dispel good, Imbue undead with spell ability, Undead Regeneration/Drain
6th (2 / 3): Asphyxiate, Word of Recall, Conj. Fire Elemental
7th (1 / 2): Resurrection, Energy drain
5 / 17 spell levels: Raise dead, Wall of thorns, Spectral Senses, Undead Alacrity, Spiritual Hammer, Hold Person

Spells under effect: Death pact

Gur'Khal-Negh (Quasit familiar)


HD: 3 (20hp [3d8] = 20)
Dmg: 1d2,1d2,1d4
Special Damage: save vs poison or lose 1 Dex for 2d6 hours...
Infravision: 60'
AC: 2
THAC0: 17
Special defense: 25% MR, Save as 7HD
Regeneration: 1hp/round
Abilities: Invisible, detect good, detect magic, polymorph into two animal forms (bat, wolf) at will. Globe of Fear once a day. Commune once a week (6 questions).
Movement: 15

Here they are. Decent hps for the monstrous zombies, good hps for the reg zombie, and pretty low hps for the skels… oh well, at least you said you only want them carrying things
Undead hps: 28, 35, 14
Skel hps: 4, 2, 3, 5

Ho and Rror:
Monstrous Zombies: (Ogre and Grizzly Bear)
Controlled undead
Hp: 28, 35 (6+6 ea)
AC: 6
Thac0: 15
Att: 1
Dmg: 4d4
Mv: 9
Sz: L ( and )
Int: non
Immune: Sleep, Charm, Hold, Fear, Death magic, Poison, Cold-based spells
Disadvantages: Susceptible to Turning/control, holy water (2d4 dmg/vial), non-intelligent, always strike last, only understand simple commands (1 dozen simple words or less), clumsy

‘Zum’
Zombie: (humanoid)
Controlled undead
Hp: 14 (2+2)
AC: 8
Thac0: 19
Att: 1
Dmg: 1d8
Mv: 6
Sz: M (6’)
Int: non
Immune: Sleep, Charm, Hold, Fear, Death magic, Poison, Cold-based spells
Disadvantages: Susceptible to Turning/control, holy water (2d4 dmg/vial), non-intelligent, always strike last, only understand simple commands (1 dozen simple words or less), clumsy

Skeletons: (humanoid, 4x)
Controlled undead
Hp: 2, 3, 4, 5 (1+1 ea)
AC: 8
Thac0: 19
Att: 1
Dmg: 1d6
Mv: 12
Sz: M (6’)
Int: non
Immune/resistant: Sleep, Charm, Hold, Fear, Death magic, Poison, Cold-based spells, ½ dmg from edge weapons.
Disadvantages: Susceptible to Turning/control, holy water (2d4 dmg/vial), non-intelligent, only understand simple commands (1 dozen simple words or less)
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Re: The Madhouse [Character Creation Thread]

Post by TristenC »

The concept is fine. I would ask the stats be rolled/built fresh for this game.

Some of the equipment I don't recognize (like the acid bombs, etc) not sure what supplement those are in. Haha, the zombies are fine, but I don't remember naming them. Lol.
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Re: The Madhouse [Character Creation Thread]

Post by BishGada »

I think the bombs are part of the background and I made it up in a reasonable fashion. not sure...
I have the back story and description somewhere too.
Did we roll the stats or used point buy or some other variation? Anyway, I'll read in your rules what are the allowed systems this time.
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Re: The Madhouse [Character Creation Thread]

Post by TristenC »

Ok, I'll look through my old notes and see if i can find anything about those. Otherwise I don't really know how to adjudicate them in the game as far as what they do (range, dmg, etc)


The stat thing is a combination roll and point-buy, so you could potentially end up with the same stats. But since this is a new iteration of the game i'd like everyone to do fresh stats

[Edit]
I found the grenade stats in the Player's Option books under the Alchemy nwp, so that is fine. Just be sure to spend some of your starting funds for them since they are unique/unusual

cost will be as follws:
acid: 10gp each
smoke: 10 gp each
poison: (strength i): 100 gp each
explosion: 25 gp each

I'll create a private thread for you as well to continue character creation
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Re: The Madhouse [Character Creation Thread]

Post by BishGada »

So I have Vir Ke'ha on unseen servant. I changed the campaign ID to the new one. I hope it works well.

here are the base scores rolls: *drums*

Hmm... I put your macro: Stat Roll for Ke'Sha [3d4] [3d4] [3d4] [3d4] [3d4] [3d4] pressed the dice and nothing happened...

Well... I can't find the roll results anywhere. I guess it is a bug. I'll try to roll again, but if you find the previous one I don't mind using it. Maybe I'll log in again to unseen...

That's the second roll. The first is gone... I think.

Stat Roll for Ke'Sha [3d4]=8 [3d4]=7 [3d4]=6 [3d4]=11 [3d4]=10 [3d4]=5

so
STR 5 - 2 racial + gauntlets of ogre power = 18/00
DEX 10 + 7 (pb) + 2 (racial) = 19
CON 8 + 7 (pb) - 1 (racial) = 14
INT 7 + 7 (pb) = 14
WIS 11 + 7 (pb) + 2 (racial) + 1 (pearl of wisdom) = 21
CHA 6 - 1 (racial) = 5

Adjustments: +2 Dexterity, +2 Wisdom, -1 Constitution, -1 Charisma, -2 Strength.

So, almost identical to the previous character. Worse CON. (I am debating between worse CON or worse DEX... losing 20hp bonus or -1 to AC + 1 to hits. What would you do? :/ )

HP: 8 + 9d8 ([9d8]=44) + 7x2 = 66hp + 20 from familiar?!? = 66/86. Not sure.

Anything else?
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Re: The Madhouse [Character Creation Thread]

Post by TristenC »

Weird, not sure why the macro didn't work the first time but the 2nd one you listed obviously did. The website only shows the stat roll and hp roll you linked, so i guess it had an error on the first one.

The xp value of magic items is higher this time around as well, so you'll have some new stuff to pick there as well.

Also, you get a free bag of holding (roll 1d4 for type) OR a girdle of many pouches, OR a Hewards Handy Haversack.

I created a private thread for you so we can continue creation there.

I'll look into the quasit familair a little more re the hps and such, it has been a bit since I brushed up on that.

If you made a char sheet in unseen servant as well you can link a prieview in your private thread
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Re: The Madhouse [Character Creation Thread]

Post by TristenC »

Hey folks, sorry i realize i forgot to update the rules thread here though it is in the advert.

Stat generation is player's choice of:

4d6 7x drop lowest die from each and lowest total roll

OR
The custom method:
[3d4] for each stat + 28 pts to spend
====

Since I made the mistake of not updating the rules thread in the forum here, everyone can roll each method once and then take the results from the method they like the most
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Re: The Madhouse [Character Creation Thread]

Post by BishGada »

Wow! Thanks! :)

Stat Roll 2 for Ke'Sha [4d6c1]=10 [4d6c1]=12 [4d6c1]=8 [4d6c1]=11 [4d6c1]=12 [4d6c1]=11 [4d6c1]=8

So, I'll keep my previous stats (up to the decision if to have CON high or DEX high...)
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Re: The Madhouse [Character Creation Thread]

Post by Nocturno »

Was there a limit on mundane gear? What is the XP amount for items again?
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Re: The Madhouse [Character Creation Thread]

Post by TristenC »

Xp for magic items is 7500.
one item can be up to 3k xp

Cash is 5k gp
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Re: The Madhouse [Character Creation Thread]

Post by Dark Omen 67 »

Name: Li Ming Xua XP/Next lvl: 2000000 / 2,250,000
Class: Fighter HP: curr/max 62 / 62
Alignment: Lawful Good AC: reg/rear/no shield 10 / /
Race: Human Level: 16
Age: 28 Height: 5'4
Weight: 86 Gender: Female
Encumbrance: Movement: 12
Languages: Common, Shou
Armor; Scale Armor (), Dex 0, Shield 0, Fighting Style; Total [1Handed: AC 4], [2 Handed; AC 6]
AC if fighting one-handed style -2 Bonus
Metal lamellar AC 5 WT;35 lb
Demon inside a teddy bear
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Re: The Madhouse - Introducing Steve!

Post by Lord Torath »

Preliminary pic of Steve, my psionicist:
Image

Currently mostly useless in melee. He doesn't hit hard, although he's got a few tricks to help him hit, and his AC is terrible. I'm still not sure if getting him leather armor and a buckler are at all worth it. AC:10 is really not much worse than AC:7. But he's got a few surprises he can spring.

So... any thoughts on what to spend my money on? Or is that too metagamey, and I should spend it before I arrive?
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Re: The Madhouse [Character Creation Thread]

Post by BishGada »

Barrels of beer and wine?
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Re: The Madhouse [Character Creation Thread]

Post by Nocturno »

Items that do something interesting, I don't think blowing all your XP on a +4 Defender is worth it in this game.
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