Horror on the Hill

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Revision as of 12:11, 18 March 2013 by 168.11.166.19 (talk) (Player Characters)
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A play-by-post game using Douglas Niles' B5 - Horror on the Hill module. This uses the 1981 version of Dungeons & Dragons, edited by Tom Moldvay (B/X series).

Recruitment Thread [1]

Player Characters

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Amarinth the Medium

played by Madcat

Level: 1

Class: Magic User

Alignment: Neutral

Abilities:

  • Str 10
  • Int 16 (+2 languages: ???)
  • Wis 9
  • Dex 10
  • Con 9
  • Cha 10 (4 followers with morale 7)

Hit Points: 3 (current: 3)

Armor Class: 9

Miscellany: Spells 1; Spells known: Read Magic, Charm Person

Equipment: Normal dagger x2, Silver Dagger, Backpack, Lantern, Iron rations 1 week, Tinderbox, 5x flask of oil, Mirror, 2x water-skins, 50' rope, small hammer, Iron spikes, Gold 30gp

Encumbrance: 140 cn

Move: 120’ (40’)

XP: 0; Needed: 2,500 (+10% bonus)


Fruben the Halfling

played by Fistula

28yrs, 2'11", 60lbs

Level: 1

Class: Halfling

Alignment: Lawful

Abilities:

  • Str 9
  • Int 8 (reads simple Common words)
  • Wis 7 (-1 on magic-based saving throws)
  • Dex 13 (+1 to missile, -1 to AC, +1 to initiative)
  • Con 13 (+1 to HP)
  • Cha 12 (max retainers: 4, morale: 7)

Hit Points: 2 (re-roll if 1 or 2)

Armor Class: 6 (4 vs. large)

Miscellany: +1 to missile weapon attacks, -2 to AC vs. creatures larger than man-sized, +1 to initiative, detected in wilderness only 10% of time and 1-2 on d6 in dungeons.

Equipment: short sword 1d6, curved dagger 1d4, leather vest, backpack, 2wk rations, prison tats, gold 75gp

Encumbrance: 395 cn

Move: 120’ (40’)

XP: 0; Needed: 2,000 (+0% bonus)


Oswyn the Wise

played by Keal

Level: 1

Class: Cleric

Alignment: Law

Abilities:

  • Str 12
  • Int 10 (read/write Common)
  • Wis 15 (+1 bonus to magic-based saving throws)
  • Dex 10
  • Con 09
  • Cha 14 (+1 Reaction Adjustment; 5 followers with morale 8)

Hit Points: 4 (1d6 hit die)

Armor Class: 5

Miscellany: Height: 5 ft. 8 in. Weight: 1,550 cn

Equipment: Mace 1d6 damage, 30 cn. Chain Mail AC 5, 400 cn. Shield AC -1, 100 cn. Backpack 20 cn. Clothes, middle Belt Pouch, belt x2, 4 cn. Boots, plain Cloak, long Rations, stand. 1 week Torch x3, 60 cn. Waterskin 30 cn. (5 cn. when empty)

Encumbrance: 610 cn (based on weights shown in the sidebar tables)

Move: 60’ (20’)

XP: 0; Needed: 1,500 (+5% bonus)


Kestrel

played by Vektunaxa

Level: 1

Class: Thief

Alignment: Neutral

Abilities:

  • Str 11
  • Int 16 (+2 languages: ???)
  • Wis 11
  • Dex 16 (-2 AC, +2 missile attack, +1 initiative)
  • Con 13 (+1 hp/level)
  • Cha 7 (+1 reaction adjustment, 3 followers with morale 6)

Hit Points: 5 (current: 5)

Armor Class: 5 (Leather AC 7, -2 Dex)

Miscellany:

  • Can't wear armor heavier than leather
  • Backstab ability (Must move silently and hide in shadows, +4 attack bonus, x2 damage)
  • Pick Locks 15%
  • Find and Remove Traps 10%
  • Pick Pockets 20%
  • Move Silently 20%
  • Climb Walls 87%
  • Hide in Shadows 10%
  • Hear Noise 1-2 on 1d6

Equipment: Hand Axe (1 gp, 1d6 damage, 3 lbs), Dagger (3 gp, 1d4 damage, 1 lb), Silver Dagger (30 gp, 1d4 damage, 1 lb), Shortbow (25 gp, 2 lbs), Quiver and 20 arrows (5 gp, 1d6 damage, 3 lbs), Leather Armor (6 gp, AC 8, 15 lbs), Gold 41 gp

  • Backpack (2 gp, 2 lbs), Bedroll (1 sp, 5 lbs), Winter blanket (5 sp, 3 lbs), 10 candles (10 cp, - lbs), Map case (1 gp, 0.5 lbs), Crowbar (2 gp, 5 lbs), Flint and Steel (2 gp, - lbs), 1 oz vial of ink (8 gp, - lbs), Quill pen (1 sp, - lbs), 4 sheets parchment (8 sp, - lbs), 2 days trail rations (1 gp, 2 lbs), 50' silk rope (10 gp, 5 lbs), 2 large sacks (4 sp, 1 lb), Thieves' tools (30 gp, 1 lb), Waterskin (1 gp, 4 lbs)

Encumbrance: 401 cn (based on weights shown in the sidebar tables)

Move: 90’ (30’)

XP: 0; Needed: 1,250 (+10% bonus)


Thodrin Ironskull

played by Bloodwolf

Level: 1

Class: Dwarf

Alignment: Lawful

Abilities:

  • Str 14 (+1 to hit)
  • Int 6 (no read too good)
  • Wis 13 (+1 to magic-based saving throws)
  • Dex 12
  • Con 13 (+1 hp/hd)
  • Cha 6 (-1 reaction)

Hit Points: 6

Armor Class: 2 (plate + Shield)

Miscellany: Speak, but not read: Common, Dwarf, Gnome, Goblin, Kobold. Infravision 60 feet

Equipment: Plate Armor, Shield, Hand Axe, Crossbow and 30 Quarrels, Backpack: Iron rations, 1 week, Waterskin, 9 Gleaming gold coins

Encumbrance: 769 cn (based on weights shown in the sidebar tables)

Move: 30’ (10’)

XP: 0; Needed: 2,200 (+5% bonus)


Becknal of Macjorrin

played by ncc2010

Sex: Female

Level: 1

Class: Fighter

Alignment: Lawful

Abilities:

  • Str 17 (+2 To hit, damage, open doors)
  • Int 13 (+1 added language)
  • Wis 9
  • Dex 16 (+2 to hit, -2 AC)
  • Con 13 (+1 HP)
  • Cha 13 (+1 React, 5 max retainers)

Hit Points: 5

Equipment: Chain Armor (AC5) - 40 Battle Axe - 7 Normal Sword - 10 Shield (+1 AC, only w/sword) - 10 Normal Dagger (2) - 6

  • Backpack - 6

Normal Clothes Iron Rations (1 week) - 15 Torches (12) - 2 wine (2qt) - 2 Tinderbox - 3 Iron Spikes (12) - 1 Rope - 1 Gloves 46 gp

Encumbrance: 756 cn (based on weights shown in the sidebar tables)

Move: 30’ (10’)

XP: 0; Needed: 2,000 (+10% bonus)


Lecais Prenta

played by phil6294

Level: 1

Class: Elf

Alignment: Lawful

Abilities:

  • Str 15 (+1 to hit, damage; forcing doors)
  • Int 17 (+2 languages, reads & writes)
  • Wis 4 (-2 saving throw against magic)
  • Dex 14 (AC-1, to hit missile +1, initiative +1)
  • Con 9
  • Cha 9 (4 retainers, morale 7)

Hit Points: 4/4

Armor Class: 6

Miscellany: Infravision 60', detect hidden/secret doors on 1-2/6, Resistant to ghoul paralysis. Speaks: lawful, common, elvish, gnoll, hobgoblin, orc, ??, ??

Spells: level 1 -- 1; spells known: read magic, ???

Equipment: Long sword, Leather armour, Longbow, Quiver & 20 arrows, Backpack, Bedroll, Grappling hook , Lantern, Oil -- 5 x 1pt flasks, 5 days' trail rations, Rope, 50' hemp, Spell book, Ink, Quill pen, Waterskin, 18 gold, 8 silver.

Encumbrance: 396 cn (based on weights shown in the sidebar tables)

Move: 120’ (40’)

XP: 0, Needed: 4,000 (+10% bonus)

Posting Protocol

During non-combat scenes, the DM will roll for ability checks, search attempts, thief abilities, and the like where the outcome should be kept secret from players. During combat scenes, players will handle their rolls as well as any rolls of monsters. Each player will post one "turn".

A "turn" will be defined as an number of combat rounds ending in one or more of the following criteria:

  • The need for character movement
  • Any of the character's opponents are defeated
  • The character reaches a point of crisis, either dying, or needing the assistance of another player

Situations of movement or ranged combat will be handled by the DM, or at least the situation will be outlined in a way so that the player will know how many attacks he or she may be allowed. Any character using spells will be considered using "ranged combat" unless it's a touch or melee range spell. Any characters not wishing to engage foes in hand-to-hand combat but forced to (due to tactical movement or situational circumstances) must face at least one round of attack before his "turn" is over (in other words, if a magic-user faces three goblins and calls "Help!", he must face them for at least one round before his call for help can be answered.

All asynchronicity will be assumed to equal out at the end of all player turns. All monster stats will be listed. Use the cheat sheets here for "to hit" numbers and saving throws.