Difference between revisions of "Horror on the Hill"

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(Amarinth the Medium)
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Encumbrance 140
 
Encumbrance 140
 +
 +
===Fruben the Halfling===
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28yrs, 2'11", 60lbs, LG
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 +
Str 9 (od: 1-2 bblg: 1%)
 +
Int 8
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Wis 7 (mind: -1)
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Dex 13
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Con 13 (ss: 80% rs: 85%)
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Chr 12
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 +
HP 2
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AC 7, 5 vs. large (natural 10)
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gold 75gp
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thac0 melee: 19
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thac0 thrown weapon: 17 (5-10') 18 (11-20') 19 (21-30')
 +
 +
saves:
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paralyze/poison/deathray 16
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petrify/polymorph 17
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rods/staves/wands 18
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breath weapons 20
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spells 19
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race abilities:
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60' infravision, detect grade/slope 75%, determine direction 50%
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105% earned experience
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+1 to hit with missile weapons
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-2AC vs. large creatures, +1 init
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10% chance of being detected in woods/underbrush
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66% chance of being detected in normal light with cover, not moving and quiet
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 +
equipment:
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short sword 1d6
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curved dagger 1d4
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leather vest
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backpack
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2wk rations
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prison tats
 +
 +
lightly encumbered (90')

Revision as of 14:43, 15 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

Fruben the Halfling

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

Str 9 (od: 1-2 bblg: 1%) Int 8 Wis 7 (mind: -1) Dex 13 Con 13 (ss: 80% rs: 85%) Chr 12

HP 2 AC 7, 5 vs. large (natural 10) gold 75gp thac0 melee: 19 thac0 thrown weapon: 17 (5-10') 18 (11-20') 19 (21-30')

saves: paralyze/poison/deathray 16 petrify/polymorph 17 rods/staves/wands 18 breath weapons 20 spells 19

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')