Horror on the Hill: Difference between revisions
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gold 75gp | gold 75gp | ||
'''Saving Throws | '''Saving Throws''' | ||
* Death Ray/Poison: 10 | |||
* Wands: 11 | |||
* Paralysis/Stone: 12 | |||
* Dragon Breath: 13 | |||
* Rods, Staves, Spells: 14 | |||
race abilities: | race abilities: | ||
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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:''' 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')