Horror on the Hill: Difference between revisions

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gold 75gp
gold 75gp


'''Saving Throws:'''
'''Saving Throws'''
paralyze/poison/deathray 16
 
petrify/polymorph 17
* Death Ray/Poison: 10
rods/staves/wands 18
* Wands: 11
breath weapons 20
* Paralysis/Stone: 12
spells 19
* Dragon Breath: 13
* Rods, Staves, Spells: 14


race abilities:
race abilities:
Line 91: Line 92:
66% chance of being detected in normal light with cover, not moving and quiet
66% chance of being detected in normal light with cover, not moving and quiet


equipment:
'''Equipment:''' short sword 1d6, curved dagger 1d4, leather vest, backpack, 2wk rations, prison tats
short sword 1d6
curved dagger 1d4
leather vest
backpack
2wk rations
prison tats


lightly encumbered (90')
lightly encumbered (90')

Revision as of 02:09, 16 March 2013


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

Amarinth the Medium

Level: 1

Class: Magic User

Alignment: Neutral

Abilities:

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

Hit Points: 3 (current: 3)

Armor Class: 9

THAC0: 19

Saving Throws

  • Death Ray/Poison: 13
  • Wands: 14
  • Paralysis/Stone: 13
  • Dragon Breath: 16
  • Rods, Staves, Spells: 15

Miscellany:

Spells 1; Spells known: Read Magic, Charm Person

Gold 30gp

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

Encumbrance 140

XP: 0 Needed: 2,000

Fruben the Halfling

28yrs, 2'11", 60lbs, LG

Level: 1

Class: Halfling

Alignment: Lawful

Abilities:

  • Str 9
  • Int 8
  • Wis 7
  • Dex 13
  • Con 13
  • Cha 12

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

Armor Class: 6 (4 vs. large)

THAC0: 19

gold 75gp

Saving Throws

  • Death Ray/Poison: 10
  • Wands: 11
  • Paralysis/Stone: 12
  • Dragon Breath: 13
  • Rods, Staves, Spells: 14

race abilities: 60' infravision, detect grade/slope 75%, determine direction 50% 105% earned experience +1 to hit with missile weapons -2AC vs. large creatures, +1 init 10% chance of being detected in woods/underbrush 66% chance of being detected in normal light with cover, not moving and quiet

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

lightly encumbered (90')