Difference between revisions of "Horror on the Hill"

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(Fruben the Halfling)
Line 84: Line 84:
 
* Rods, Staves, Spells: 14
 
* Rods, Staves, Spells: 14
  
race abilities:
+
'''Class Abilities:''' +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.
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
 
'''Equipment:''' short sword 1d6, curved dagger 1d4, leather vest, backpack, 2wk rations, prison tats
  
 
lightly encumbered (90')
 
lightly encumbered (90')

Revision as of 19:14, 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

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

Class Abilities: +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

lightly encumbered (90')