Horror on the Hill

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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[edit]

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Becknal of Macjorrin[edit]

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 (current: 5)

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

  • Backpack - 6

Normal Clothes Iron Rations (1 week) - 15 Torches (12) - 2 wine (2qt) - 2 Tinderbox - 3 Iron Spikes (12) - 1 Rope - 1 Gloves 21 gp Fleas!

Miscellany: Speaks (but not read) Bugbear. 17 years old, 5'11, 1750 cn weight.

Encumbrance: 731 cn (based on weights shown in the sidebar tables)

Move: 30’ (10’)

XP: 655; Needed: 2,000 (+10% bonus)


Kestrel[edit]

played by Vektunaxa

Level: 1

Class: Thief

Alignment: Neutral

Abilities:

  • Str 11
  • Int 16 (+2 language)
  • 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)

Languages: Common, Goblin, Bugbear

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 4 arrows (5 gp, 1d6 damage, 3 lbs) and 10 arrows +1, quiver and 20 arrows, Leather Armor (6 gp, AC 8, 15 lbs), Gold 1 gp, fleas!

  • 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), 1 week + 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), Mirror
  • Treasure: 12 gp, 34 sp

Encumbrance: 427 cn (based on weights shown in the sidebar tables)

Move: 90’ (30’)

XP: 639 Needed: 1,200 (+10% bonus)


Lecais Prenta[edit]

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 (current: 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, dwarvish, goblin

Spells: level 1 -- 1; spells known: read magic, sleep Memorised: sleep

Equipment: Long sword, Leather armour, Longbow, Quiver & 20 arrows, wand of magic detection (5 charges), Backpack, Bedroll, Grappling hook , Lantern, Oil -- 4 x 1pt flasks, 7 days' iron rations, Rope, 50' hemp, Spell book, Ink, Quill pen, Waterskin, 23 gold, 8 silver.

Extras:

  • Wand of magic detection w/5 charges

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

Move: 120’ (40’)

XP: 672, Needed: 4,000 (+10% bonus) (need to add XP from IC671 & IC678)


Amarinth the Medium[edit]

played by Madcat

Level: 1

Class: Magic User

Alignment: Neutral

Abilities:

  • Str 10
  • Int 16 (+2 languages: Elvish, Dragon)
  • 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, Sleep; Memorized: spent

Equipment: Normal dagger x2, Silver Dagger, ring of fire resistance, Backpack, Lantern, Iron rations 1 week, Tinderbox, 2x flask of oil, Mirror, 2x water-skins, 50' rope, small hammer, Iron spikes, Sling, 20 Sling Stones, Scroll of Light and Charm Person, Gold: 14 gp, 7 sp

Encumbrance: 131 cn

Move: 120’ (40’)

XP: 677; Needed: 2,500 (+10% bonus)


Perilous Frank[edit]

played by Aurvandil

Level: 1

Class: Fighter

Alignment: Lawful

Abilities:

  • Str 13 (+1 to hit with melee and opening doors)
  • Int 6 (write simple Common)
  • Wis 14 (+1 bonus to magic-based saving throws)
  • Dex 18 (+3 to hit with missile, -3 AC adj, +2 initiative)
  • Con 12
  • Cha 10 (4 followers with morale 7)

Hit Points: 8 (current: 8)

Armor Class: 1

Equipment: Chain armor, shield, longbow & 33 arrows, spear +1, dagger, backpack, 1 week's rations, 6 torches, tinderbox, wineskin, wine, 10 gp

Encumbrance: 660 cn (based on weights shown in the sidebar tables)

Move: 60’ (20’)

XP: 628; Needed: 2,000 (+5% bonus)


Frubim the Elf[edit]

played by Fistula

~400yrs, 5'5", 120lbs

Level: 1

Class: Elf

Alignment: Lawful

Abilities:

  • Str 12
  • Int 17 (read/write)
  • Wis 12
  • Dex 12
  • Con 13 (+1 to HP)
  • Cha 12 (max retainers: 4, morale: 7)

Hit Points: 4 (current: 4)

Armor Class: 7

Miscellany: infravision, see 60' in dark, find hidden doors on 1-2 of 1d6, paralyzed by ghoul attack

Languages: Common, Elvish, Lawful, Orcish, Hobgoblin, Gnoll, Halfling, Ogrish

Spells: sleep (spent)

Equipment: long loincloth, chained wrist braces, spell book, leather armor, sword 1d8, medallion of ESP, backpack, 6 torches, rope, 60gp, NO FLEAS

Encumbrance: 400

Move: 120’ (40’)

XP: 610; Needed: 4,000 (+0% bonus)

Memorial of Dead Heroes[edit]

  • Thodrin the dwarf
  • Fruben the halfling
  • Oswyn the cleric
  • Hobs the charmed hobgoblin
  • Bareth son of Sareth, charmed caravan guard

Posting Protocol[edit]

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 or tasks not requiring a secret result, players will handle their rolls as well as any rolls of monsters. Each player posts one "turn".

A "turn" is defined as a number of combat rounds ending in one or more of the following criteria:

  • The need for character movement (pursuit, retreat, or withdrawal)
  • All 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.

Once per engagement, a player can roll for enemies' morale. This can be done at any time during any round within a "turn" after at least one opponent has fallen. The roll is always 2d6 and with a -1 penalty, and only affects those opponents with which a PC is currently engaged. A second roll can be made by the DM after all players have posted at least one "turn". The second roll will involve all remaining opponents.

You needn't list the details for each and every round, but can summarize your entire turn with a few colorful or descriptive phrases. List rolls in an sblock out-of-character text callout. You can use short notation for this, such as "R1 - PC miss (11), Gob1 miss (4), Gob2 hit (17) - D: 2" or any other short means you can use. After everyone gets the hang of this, we may abandon the need for posting rolls.

You do not need to use Invisible Castle, but may if you choose. You can roll real dice, an app dice roller, or whatever you have on hand. We will use the "trust" system. Mistakes may be made and all will be forgotten/forgiven.

In the case of a ratio of less than one-to-one monsters vs. PCs, the combat will revert to a round to round "DM rolls all" method. This will mean that some combats will begin with the "player rolls all" and then switch to a "DM rolls all" situation.

Character Death[edit]

PC's will probably die in this adventure. When this happens, roll a new one, and the character will be introduced within the adventure as soon as possible, possibly in a harrowing circumstance requiring the party's rescue, assistance, or what have you.

Party XP & Treasure[edit]

XP: 725

Treasure:

  • pp:
  • gp: 1,047
  • ep: 81
  • sp: 1,158
  • cp:

Gems:

  • Amber pieces x2 (100 gp each)
  • Chalcedony (100 gp)
  • Garnet (500 gp)
  • Rose Quartz x2 (100 gp each)

Jewelry:

Rare or Magic Items:

  • Ivory scroll tube (50 gp) -- contained in it is a scroll with 3 spells: charm person, light, and sleep.
  • Bag of Holding
  • 4 vials of mysterious clear fluid

Other:

  • Coil rope
  • Small hammer
  • Spikes
  • Mirror
  • Crow bar
  • Holy symbol — with a two-headed snake; the token of Sgral Serpentius, chaotic god of poison and seduction

Total weight of goods: 126 cn

House Rule Repository[edit]

  • A natural roll of 20 allows you to re-roll minimum damage until it's no longer a 1.
  • Starting characters re-roll if their hit points are 1 or 2 until they are no longer 1 or 2.
  • A natural roll of 1 forces you to roll DEX or less on d20 or fumble your weapon.
  • Characters can be revived if their hp total is not lower than -5. Other characters administering first aid can make a Wisdom check using d20 and applying a positive penalty equal to the victim's negative hp total.

Time Tracking/Notes[edit]

Current Time: 10:30 AM

  • 10:30 AM - The group is interrupted in their preparation in trap building by a hobgoblin patrol
  • 7:00 AM - The group finds an ambush point east along the trail
  • 5:30 AM - The group is roused and departs for the trail

Day Eight

  • reaming day - the group makes plans
  • 3:40 PM - Arrival back to the caveman lair
  • 11:10 AM - Arrival at pool and falls
  • 10:40 AM - Along the east-running stream, the heroes encounter a lone ogre
  • 9:40 AM - The heroes take the north track from the landing clearing
  • 9:30 AM - Landfall; heroes hide the boat and plan their progress
  • 7:00 AM - The heroes set out across the river in the morning hours

Day Seven

  • A day of rest and shopping

Day Six

  • Throughout the evening and night, the heroes debate and discuss the situation with alderman Xavier and the townsfolk
  • 4:30 PM - They make landfall at the settlement
  • 3:00 PM - They find their hidden boats and cast off across The Shrill
  • 7:00 AM - The heroes set out toward the town across the Hill

Day Five

  • All day - the heroes rest up; Amarinth investigates the scrolls; gifts are awarded by the primitives

Day Four

  • 11:30 PM - Heroes encounter cavemen and their refuge, making it to safety for the night
  • 5:20 PM - Party encounters hobgoblin force investigating smoke; heroes evade through back hole in monastery wall
  • 5:20 PM - Party follows neanderthals back out to their cave home
  • 5:10 PM - Brother ogres Ugly and Uglier met; battle ensues; four cavemen rescued, and one elf (enter: Frubim the Elf)
  • 5:00 PM - Monastery building is entered; charmed goblin leads party through a secret panel to the ogre guard room
  • 4:50 PM - Battle with goblins ensues; Frubin and Oswyn die, vegetation set afire
  • 4:50 PM - Party returns to monastery
  • 4:20 PM - Thodrin is laid to rest
  • 3:05 PM - After the battle, the characters retreat outside the monastery with Thodrin's body
  • 3:00 PM - Group encounters hobgoblins in the garden
  • 2:50 PM - Group searches library
  • 2:30 PM - Group encounters kitchen and library; Oil flask burnt (burnout: 6:30 pm)
  • 2:20 PM - Group searches, encountering Frank
  • 2:10 PM - Group enters dining hall
  • 2:00 PM - Group enters first room of northeastern building
  • 1:50 PM - Completion of tomb search; encounter with the ogre
  • 1:30 PM - Entry gained by force; Kestrel searches for traps
  • 12:50 PM - Kestrel fails to open tomb door
  • 12:40 PM - Group moves to tomb entrance north of pool
  • 12:30 PM - Group moves to east of compound on southern edge of pool; centipede attack
  • 12:20 PM - Entry gained to southeast building and searched
  • 11:50 AM - Lecais explores the monastery fissure while Fruben investigates the south building
  • 11:40 AM - After exploring the opposite end of the clearing, the heroes find the entrance to the old monastery
  • 11:10 AM - After one hour of searching graveyard
  • 10:10 AM - Rest and recovery after battle with ghouls
  • 10:00 AM - Exploration of clearing reveals graveyard to NW and trail to ruin to NE
  • 9:30 AM - Arrival at large clearing near graveyard
  • 8:30 AM - Arrival on the main trail
  • 7:30 AM - The company departs from the cave after another full day of rest and rites

Day Four

  • 3:00 PM - Company is rested and ready to go from the cave of the neanderthals

Day Three

  • 3:00 PM - Return to neanderthal clan; encounter with Dram
  • 12:30 PM - Encounter with hobgoblins on trail near waterfall
  • 11:00 AM - Company meets up with trail between camp and graveyard
  • 7:00 AM - Company sets out toward goblin camp from neanderthal cave

Day Two

  • 9:10 PM - Arrival at neanderthal tribe cave
  • 5:50 PM - Encounter with neanderthals along south ridge
  • 4:40 PM - Rest and berry picking
  • 4:30 PM - Berry patch found by the southeast lake and falls
  • 3:30 PM - Lizard killed and dead buried
  • 2:00 PM - Company doubles back to lizard sighting killing beast and finding two former victims
  • 1:00 PM - Fork on trail at higher elevation
  • 12:30 PM - Killer bee encounter
  • 11:20 AM - Kestrel climbs to the top; encounter with horned chameleon
  • 11:10 AM - Arrival at the first cliff
  • 10:40 AM - Arrival in shady glade of flowers
  • 9:30 AM - Landfall on north bank