HORROR ON THE HILL - A 5E RE-IMAGINING OF A 80'S CLASSIC TSR MODULE

Game Master Helaman

'The Fort' is a gathering point for settlers, reckless traders and devil may care explorers who do business in the lands outside those covered by the dubious protection of the Emperor. Not surprisingly it is also a gathering place for mercenaries and ne'er do wells... as well as self styled warriors of fortune called 'Adventurers'.

Overshadowing 'The Fort' is 'The Hill'. This mysterious mountain has long been rumored to shelter bands of vicious monsters. It is said that only the turbid waters of the River has formed the boundary that prevented monsters from invading the undergarrisoned fort over the years... but now it may not be enough.


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Grand Lodge

May be a day delay


Male Human Cleric of Order 2 AC 18 | HP: 15/15 | Temp HP: 0/0 | HD 2/2 (d8+2) | Spells 1st 2/3 | Channel 1/1 |PP 15
Stats:
Str +2 Dex +1 Con +2 Int +0 Wis +5* Cha +1* | Initiative +1 | Perception +5 | Insight +5 | Inspiration? No
Conditions: None

Understood.

Grand Lodge

What I thought would be a down day turned into three. Apologies. Will be back on track soon.


Male Human Cleric of Order 2 AC 18 | HP: 15/15 | Temp HP: 0/0 | HD 2/2 (d8+2) | Spells 1st 2/3 | Channel 1/1 |PP 15
Stats:
Str +2 Dex +1 Con +2 Int +0 Wis +5* Cha +1* | Initiative +1 | Perception +5 | Insight +5 | Inspiration? No
Conditions: None

Sounds rough!

Grand Lodge

Back... long story but simply put I am lucky enough to have a job but the hours have been wearing me down, couple that with a bout of mild sickness and voila. A cycle of work and then a need to sleep - its impacted my discord gaming and a bunch of other stuff too.

Anyways back to the game.


Gaelden Wounds (0) HP (92) Saves (15/14/16, +2 vs enchantment) AC (26/21/23) CMD (34) Init (+3) Smite (2/2) LoH 2d6 (7/7) Investiture (6/6) Ki (9/9) Mage Armor (0/1) Spear (5/5)

Welcome back! Take it easy, that sounds difficult

Grand Lodge

Uploading map/ picture uploaded to google drive now


Male N Half-Elf Bard 1 | HP 9/9 | AC 13 | Init: +9 | Pass Perc: 12 | Saves: STR +-1 DEX +4 CON +1 INT +1 WIS +0 CHA +6 | Speed 30ft | Bardic Inspiration: 4/4 | Spells: 1st 1/2 Active conditions: None.

Crazy times indeed. glad you are ok though.

Grand Lodge

Updating in a few hours

Grand Lodge

I've not heard from Aelwulf and it looks like he's not active at all of late.

It's a crazy time for us all so I'll park him here in town and respawn him if he returns.

I think we have a solid party at 5.


Male Human Cleric of Order 2 AC 18 | HP: 15/15 | Temp HP: 0/0 | HD 2/2 (d8+2) | Spells 1st 2/3 | Channel 1/1 |PP 15
Stats:
Str +2 Dex +1 Con +2 Int +0 Wis +5* Cha +1* | Initiative +1 | Perception +5 | Insight +5 | Inspiration? No
Conditions: None

Fair enough!


Male Human Cleric of Order 2 AC 18 | HP: 15/15 | Temp HP: 0/0 | HD 2/2 (d8+2) | Spells 1st 2/3 | Channel 1/1 |PP 15
Stats:
Str +2 Dex +1 Con +2 Int +0 Wis +5* Cha +1* | Initiative +1 | Perception +5 | Insight +5 | Inspiration? No
Conditions: None

I currently have an earache so my response time might be affected.


Get well soon.

I'll wait on everyone til tomorrow in all likelyhood and then move you to the baliff.


Male Human Cleric of Order 2 AC 18 | HP: 15/15 | Temp HP: 0/0 | HD 2/2 (d8+2) | Spells 1st 2/3 | Channel 1/1 |PP 15
Stats:
Str +2 Dex +1 Con +2 Int +0 Wis +5* Cha +1* | Initiative +1 | Perception +5 | Insight +5 | Inspiration? No
Conditions: None

Cheers, and sounds good.

Grand Lodge

Hoping I'm capturing the right feel.


Male Human Cleric of Order 2 AC 18 | HP: 15/15 | Temp HP: 0/0 | HD 2/2 (d8+2) | Spells 1st 2/3 | Channel 1/1 |PP 15
Stats:
Str +2 Dex +1 Con +2 Int +0 Wis +5* Cha +1* | Initiative +1 | Perception +5 | Insight +5 | Inspiration? No
Conditions: None

Oh, it's very atmospheric! The desperation is tangible.


Gaelden Wounds (0) HP (92) Saves (15/14/16, +2 vs enchantment) AC (26/21/23) CMD (34) Init (+3) Smite (2/2) LoH 2d6 (7/7) Investiture (6/6) Ki (9/9) Mage Armor (0/1) Spear (5/5)

Indeed, very evocative!


Antal and Varis, you guys around?

Grand Lodge

No word from Varis... not sure about Antal either. we'll allow a few more days for them to pop back. Again, these are not normal times.

That said if we go down to 3 players I'm going to recruit again.


Male Human Cleric of Order 2 AC 18 | HP: 15/15 | Temp HP: 0/0 | HD 2/2 (d8+2) | Spells 1st 2/3 | Channel 1/1 |PP 15
Stats:
Str +2 Dex +1 Con +2 Int +0 Wis +5* Cha +1* | Initiative +1 | Perception +5 | Insight +5 | Inspiration? No
Conditions: None

Fair enough.

Grand Lodge

Please keep the RP going :)


M Half Elf Sorcerer level 1

Sorry got tied up at work

Grand Lodge

All good


This is not me picking on Antal... I played out some dice rolls for Antal to spot the problem, then an insight check vs deception...

With those rolls? The opportunity was too good to waste.

Enjoy the WTF moment


Male Human Cleric of Order 2 AC 18 | HP: 15/15 | Temp HP: 0/0 | HD 2/2 (d8+2) | Spells 1st 2/3 | Channel 1/1 |PP 15
Stats:
Str +2 Dex +1 Con +2 Int +0 Wis +5* Cha +1* | Initiative +1 | Perception +5 | Insight +5 | Inspiration? No
Conditions: None

That was unexpected!


Male N Half-Elf Bard 1 | HP 9/9 | AC 13 | Init: +9 | Pass Perc: 12 | Saves: STR +-1 DEX +4 CON +1 INT +1 WIS +0 CHA +6 | Speed 30ft | Bardic Inspiration: 4/4 | Spells: 1st 1/2 Active conditions: None.

Hey guys I am back, thanks for waiting. This whole situation has just turned life upside down as I am sure it is for everyone.


No worries... happy to see ya


Male Human Cleric of Order 2 AC 18 | HP: 15/15 | Temp HP: 0/0 | HD 2/2 (d8+2) | Spells 1st 2/3 | Channel 1/1 |PP 15
Stats:
Str +2 Dex +1 Con +2 Int +0 Wis +5* Cha +1* | Initiative +1 | Perception +5 | Insight +5 | Inspiration? No
Conditions: None

Welcome back, Varis!


HP: 10 (10) | AC: 16 | Saves: Str: +3; Dex: +0; Con: +5; Int: +0; Wis: +1; Cha: +5 | Init: +0 Spell Slots: 2 (2)

I'm back as well. Post inc shortly.

Grand Lodge

Great to hear it... Les Norton is eager to see what happens next :)

Grand Lodge

Faerie fire wrote:


Faerie Fire
1 Evocation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Up to 1 minute
Classes: Bard, Druid
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

From the 1st post of the recruitment page wrote:


Magic is a case of "keep it secret, keep it safe... the mob can turn at any moment". Even Clerics. Miracles are welcomed but it's terrible when they are turned to ill. Nominally the practice of magic IS legal to those wizards who belong to sanctioned guilds and schools, and priests who belong to recognised faiths. They are even in demand for their gifts and knowledge but when it comes to those who hire them it's a strange and awkward relationship, fraught with distrust.

Druids - priests of the Old Ways (which still has sway among the people of the frontier in spite of the efforts of the Churches), Sorcerers and Warlocks fall outside of this. They are not hunted AUTOMATICALLY per se, but eyes and suspicion turn their way if they are not careful to conceal their abilities. Technically it is illegal to employ them like one would employ a priest or wizard but this is overlooked if the needs drive the powerful and wealthy. Spell using bards are just treated as sorcerers.

Legally recognised or not, both are liable to be burned at the stake for crimes involving magic or to be lynched by a hysterical mob when things turn unpleasantly "Eldritch".

I am looking forward to the post fight roleplay :)


Male Human Cleric of Order 2 AC 18 | HP: 15/15 | Temp HP: 0/0 | HD 2/2 (d8+2) | Spells 1st 2/3 | Channel 1/1 |PP 15
Stats:
Str +2 Dex +1 Con +2 Int +0 Wis +5* Cha +1* | Initiative +1 | Perception +5 | Insight +5 | Inspiration? No
Conditions: None

Frack.

Iocundius is of the "It was a damned monster and now it's dead. Quit complaining." school of thought. Still, this is going to draw down some heat I imagine.


Male N Half-Elf Bard 1 | HP 9/9 | AC 13 | Init: +9 | Pass Perc: 12 | Saves: STR +-1 DEX +4 CON +1 INT +1 WIS +0 CHA +6 | Speed 30ft | Bardic Inspiration: 4/4 | Spells: 1st 1/2 Active conditions: None.
Helaman wrote:
Faerie fire wrote:


Faerie Fire
1 Evocation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Up to 1 minute
Classes: Bard, Druid
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

From the 1st post of the recruitment page wrote:


Magic is a case of "keep it secret, keep it safe... the mob can turn at any moment". Even Clerics. Miracles are welcomed but it's terrible when they are turned to ill. Nominally the practice of magic IS legal to those wizards who belong to sanctioned guilds and schools, and priests who belong to recognised faiths. They are even in demand for their gifts and knowledge but when it comes to those who hire them it's a strange and awkward relationship, fraught with distrust.

Druids - priests of the Old Ways (which still has sway among the people of the frontier in spite of the efforts of the Churches), Sorcerers and Warlocks fall outside of this. They are not hunted AUTOMATICALLY per se, but eyes and suspicion turn their way if they are not careful to conceal their abilities. Technically it is illegal to employ them like one would employ a priest or wizard but this is overlooked if the needs drive the powerful and wealthy. Spell using bards are just treated as sorcerers.

Legally recognised or not, both are liable to be burned at the stake for crimes involving magic or to be lynched by a hysterical mob when things turn unpleasantly "Eldritch".

I am looking forward to the post fight roleplay :)

Oh right. forgot all about that, it's been a while.


That's okay... the tension should be good.

At the end of the day it's becoming more obvious this thing is a monster... which won't hurt your case.

Just as long as the Baliff is fair and just all will go well...

Grand Lodge

Posting later today. The roster gods are fickle with their shifts


Male Human Cleric of Order 2 AC 18 | HP: 15/15 | Temp HP: 0/0 | HD 2/2 (d8+2) | Spells 1st 2/3 | Channel 1/1 |PP 15
Stats:
Str +2 Dex +1 Con +2 Int +0 Wis +5* Cha +1* | Initiative +1 | Perception +5 | Insight +5 | Inspiration? No
Conditions: None

Duly noted!


Moving forward soon... just giving Varis a few more hours to post.

Grand Lodge

Accident at home And broke my left arm. Expect a day or two of delays


Male Human Cleric of Order 2 AC 18 | HP: 15/15 | Temp HP: 0/0 | HD 2/2 (d8+2) | Spells 1st 2/3 | Channel 1/1 |PP 15
Stats:
Str +2 Dex +1 Con +2 Int +0 Wis +5* Cha +1* | Initiative +1 | Perception +5 | Insight +5 | Inspiration? No
Conditions: None

Oh damn. All the best in your recovery.


Male N Half-Elf Bard 1 | HP 9/9 | AC 13 | Init: +9 | Pass Perc: 12 | Saves: STR +-1 DEX +4 CON +1 INT +1 WIS +0 CHA +6 | Speed 30ft | Bardic Inspiration: 4/4 | Spells: 1st 1/2 Active conditions: None.

Yikes! Ya all the best!

Grand Lodge

Back tomorrow...


Again apologies for the reduced tempo. Will update later.

Grand Lodge

Level 2 is not far off chaps... well done.


Male Human Cleric of Order 2 AC 18 | HP: 15/15 | Temp HP: 0/0 | HD 2/2 (d8+2) | Spells 1st 2/3 | Channel 1/1 |PP 15
Stats:
Str +2 Dex +1 Con +2 Int +0 Wis +5* Cha +1* | Initiative +1 | Perception +5 | Insight +5 | Inspiration? No
Conditions: None

Huzzah!


Level up all.

Roll for HP.

D6, under 2? Take 2 hp.
D8 under 3? Take 3 hp
D10 under 4? Take 4 hp.
D12 under 5? Take 5 hp.


Male N Half-Elf Bard 1 | HP 9/9 | AC 13 | Init: +9 | Pass Perc: 12 | Saves: STR +-1 DEX +4 CON +1 INT +1 WIS +0 CHA +6 | Speed 30ft | Bardic Inspiration: 4/4 | Spells: 1st 1/2 Active conditions: None.

Leve 2 HP: 1d8 ⇒ 5


Male N Half-Elf Bard 1 | HP 9/9 | AC 13 | Init: +9 | Pass Perc: 12 | Saves: STR +-1 DEX +4 CON +1 INT +1 WIS +0 CHA +6 | Speed 30ft | Bardic Inspiration: 4/4 | Spells: 1st 1/2 Active conditions: None.

Updated Character Sheet

+6 HP

Jack of All Trades:
Starting at 2nd level, you can add half your proficiency
bonus, rounded down, to any ability check you make that
doesn’t already include your proficiency bonus.
+1 to non-proficient skills
+1 Intiative

Song of Rest
1d6 HP

+1 Spell Known
Disguise Self


M Half Elf Sorcerer level 1

+1 Rouge level

New hit point total: 1d8 + 1 + 9 ⇒ (2) + 1 + 9 = 12 So that turns into 13 HP total
Dice+Con+Starting HP

Cunning Action

How do you want me to do the current hit points?
A: Keep him at 1 HP with the new max at 13?
B: Make the new Current HP to 5 (Current plus the gain of the new level)?
C: Make all wounds go away and new Current HP to 13?


Gaelden Wounds (0) HP (92) Saves (15/14/16, +2 vs enchantment) AC (26/21/23) CMD (34) Init (+3) Smite (2/2) LoH 2d6 (7/7) Investiture (6/6) Ki (9/9) Mage Armor (0/1) Spear (5/5)

HP: 1d12 + 3 ⇒ (6) + 3 = 9

Danger Sense
* At 2nd Level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.

Reckless Attack
* Starting at 2nd Level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.


Antal Firebug wrote:

+1 Rouge level

[dice=New hit point total]1d8+1+9 So that turns into 13 HP total
Dice+Con+Starting HP

Cunning Action

How do you want me to do the current hit points?
A: Keep him at 1 HP with the new max at 13?
B: Make the new Current HP to 5 (Current plus the gain of the new level)?
C: Make all wounds go away and new Current HP to 13?

That 13 is a 14... read my initial post. D8 is roll under 3? take 3 HP.

And might as well make all wounds go away unless you want to chase them over the water... at night... with no skill in boats.

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