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You are here: Home --> Forum Home --> Recent posts by Tripwire
Topic: Duel II AD&D Thread
Subject: Don't worry


If you miss a few posts, do not worry about it. I understand real life and thats part of the reason posting on a forum is actually a good idea for a bunch of working stiff's like us. Just post whenever you get a chance. Not everyone will post before I put in a new section or something is decided. You CAN backpost if you want as well, then catch up in your post also..

For instance if I were to just now start posting after the second post. I would put the first portion before the journey started, then just continue on with my post and add in to the second.

I am not saying I want people to miss posts of course, I am just saying I understand real life and at all times that takes priority over gaming.

Posted on 2008-03-20 at 02:47:17.

Topic: Duel II AD&D Thread
Subject: encumbrance


No, no encumbrance unless like you said it gets rediculous.



Posted on 2008-03-20 at 02:44:49.

Topic: An Evil in Orlane
Subject: Townward ho!


Looking to the east the sun was just rising and it looked to be a great day! No rain for one and the birds were out singing and the bustling activity of the town was already in full swing. Outside the gates a small flat cart pulled by a small donkey stood aside the road as the group of adventurers gathered for the journey eastward. Some threw their heavy packs on top of the cart and tied them down, while others preferred to tough it out and carry their packs for themselves. A few sacks of grain and a feed bag were on top of the cart as well. The road east was actually very well traveled and fairly smooth. Potholes here and there were the norm and everything seemed to be going TOO smoothly. Ahh well, who's to complain? Once everyone was accounted for the excitement built a bit and everyone seemed to watch everyone else. Finally the elf Kyuss moved over and smoothed the hair around the donkeys bridle and whispered something to it quietly. The donkey immediately started pulling and the group was off!

The day wore on without incident, there was a slight steady westerly wind but no foul weather to speak of. A great river was passed quickly right outside of the town, the cart's wheels clapping against an extremely sturdy bride, and the trip continued on. The donkey never protested, no one slipped or fell, no problems at all! The road simply kept going straight eastward. There was no sign of the Dim Forest to the north or any swampy area at all to the south. So far so good. Sundown came quicker than anyone had thought. A few of the group wanted to continue on a bit longer but the consensus was to break camp and rest. Some of the adventurers had not walked that far in quite some time and began to remove boots and sandles, inspecting blistered feet and talking quietly amongst yourselves.

Oriel took down a local deer with his bow. A small animal, but one that would fill bellies and get some good spirit and camaraderie going throughout the night. Everyone was tired and started drifting into their bedrolls quickly. Around midnight it started getting cloudy and a slight drizzle began. The night went on without incident and the party was once again packed and off at the first sign of morning light.

Eastward bound once more and everyone was starting to get bored. The drizzle hadn't stopped but wasn't that bad, a light rain at the worst of times and nothing at the best. In the far distance to the north and east an ominous haze seemed to come into view. The far far edges of the dim forest seem to be a palpable darkness that no one seemed to want anything to do with. It was hard to believe that someone had carved a path through the finger of that forest towards Hookhill. Most of the group was glad they wouldn't have to go anywhere near the dreaded place.

The ground started to soften up and the soil became literally teaming with life and fullness. The druid Valerus whistled softly to himself as he knelt and ran some of it between his fingers. Rich indeed. The smell of the Rushmoors began to hit the group every now and again as an easterly breeze picked up. Too far from the road now and the footing became less firm and swampy patches and areas could be seen off in the distance to the south. Another night was spent without any incident and the following morning the rain continued to spray everyone lightly. The group pulled their cloaks tighter and trudged on. They didn't have to go far as soon the scout pointed ahead.

After nearly two full days travel the group could see far in the distance a village or town. This was their destination! They had made it to Orlane! It was within sight up ahead. A small creek makes its way beside the road and heads directly into town where at the center it looks like a small lake has formed. As you near the town you see rich prosperous farmland, pastures with goats and cows and grain as far as the eye can see north and south.

A cluster of trees and buildings become more visible the closer you get as well as a large dominating structure in the back of the town which could only be the temple. At the outskirts of Orlane, a large grove of elms is visible to the left, while several sturdy wooden buildings border the road to the right.

As the group winds its way into the town proper to the left is a house and barn that are both clean, whitewashed wooden
buildings. Several cows chew their cud just outside the barn. Three little girls playing in the yard of the house stop to gawk at your group as you get closer. An older girl just wandered out the door to the house and with a startled look at the group quickly rushes the three little ones inside the house and slams the door. At the sound of the slam a man of middling years and in farmer's garb walks out of the barn and looks in your direction with a worried look on his face.

To the right side of the road you see a small wooden house surrounded by attractive flower gardens, with a small well built barn beyond. A teenage girl is churning butter on the porch, but as she sees your group she quickly runs into the house. The door slams shuts quickly and for a moment you can see shadowy forms visible behind closed curtains.

The party pulls to a halt just before entering town and the group gathers together to discuss what to do..

And away we go! You have arrived from the West of town (with the road heading towards Hochoch. The first building with the large barn and the whitewashed buildings is #4 on your map. The right side with the small wooden house and barn is #1 on your map.




Posted on 2008-03-20 at 02:43:28.

Topic: Duel II AD&D Thread
Subject: Stuff


I added all the equipment posted.

Posted on 2008-03-20 at 01:49:03.

Topic: Duel II AD&D Thread
Subject: Happy to say


I am happy to say that every character sheet is now completed.

Here is the cast and crew!

Fandil the Wise - Gnome Illusionist
Severous Thane - Half Elf Thief/Mage
Sentinel the Small - Halfling Thief
Deathstalker II - Human Fighter
Elkin Hemrock - Dwarven Cleric
Gunther - Human Paladin
Stings Fatesealer - Half Elf Thief
Valerus Cain - Human Druid
Katai - Elven Wizard
Doogan Ironfist - Dwarf Fighter
Oriel Blackmoon - Human Ranger
Haiden Hawes - Halfling Thief
Kyuss Crimsonmoon - Elven Ranger
Aelbric - Half Elf Bard

Posted on 2008-03-19 at 22:59:48.

Topic: Duel II AD&D Thread
Subject: Replies


Sorry if people have already replied to certain subjects, just going do do a quick onceover answer.

Paladins can't get clerical spells until 9th level. When they do get them they are able to cast them exactly like a cleric. I think you are thinking of turn undead which you get at level 3 and we will get to that bridge then. It basically gives you the power to make undead creatures flee, or possibly even be destroyed at later levels using your holy symbol and the power of your god.

Thrown daggers are considered auto retrieve AFTER the entire course of the battle is over. The way I work arrows is I will allow auto-retrieve, but instead of rolling breakage for each arrow I assume 1 in 5 breaks or is lost. So every 5 arrow shots subtract an arrow basically. I think that is pretty realistic. As far as sling bullets, you should probably bring extra. Finding a tiny bullet in the dark will be a problem, or in an open field if you miss.

Add the 25 GP to your character sheets yes. Also some of the character sheets still have the full amount of gold listed. What I am going to do is reduce everyones gold to 5 GP at the start of the adventure. So at the beginning everyone put their GP to 30. I noticed that some weren't re-set after buying equipment etc..

Posted on 2008-03-19 at 22:53:31.

Topic: Duel II AD&D Thread
Subject: Spell Mem


Clerics/druids already know all spells. They do not have to select their spells for the day either. They can cast any of them at any time, but still must only cast the required number per day. So if you can cast 3 per day, thats all you can cast, but you can cast whatever you want.

I have already spoken with the mages, I have my own different rules concerning mages than most. They will be able to cast more than 1x per day depending on their intelligence, but they will have to memorize certain spells still and let me know which they are carrying daily.

I consider a rest period for memorizing or praying for spells at least 8 hours of a rest and study combo.

Posted on 2008-03-19 at 01:05:28.
Edited on 2008-03-19 at 01:06:58 by Tripwire

Topic: Duel II AD&D Thread
Subject: 2 more..


Hombre has a dwarf cleric rolled up and ready, just without a name and description.

Same with Shadowdragon his mage/thief is completed but doesn't have a name/description yet.

They will both be joining us.

Posted on 2008-03-18 at 21:19:31.

Topic: Duel II AD&D Thread
Subject: Nicely done so far..


Very nicely done. Everyone caught on quickly how this is going to work. It should be a fun adventure! Usually it is tough to get everyone together at the same time to discuss things like marching orders, quard duties and the like.

My suggestion (and it is only that). Is that you name a spokesperson for the group that will take all the information from everyone and decide if things need to be done quickly or if the discussion really isn't going anywhere before the next portion of the adventure begins.

I would suggest Darque for that role. I have spoken with him and he is a very experienced AD&D player and I think he would make a great spokesperson for the group. I know many others have played also, and I am sure they would do great as well, but since I have already spoken with Darque that is why I suggested him.

Anyway, do it however you guys like, it was just a suggestion to be able to speed the process along but it is entirely up to you.

Posted on 2008-03-18 at 17:33:48.

Topic: Duel II AD&D Thread
Subject: Sentinal


Go to the interactive on the top highlight dragonforum click on rules-based RPG's go into the Dungeons and Dragons forum then click on An Evil in Orlane and make your in game post there. Hammer I think accidentally posted here first, then posted it again over there.

Posted on 2008-03-18 at 12:53:35.
Edited on 2008-03-18 at 12:54:19 by Tripwire

Topic: Duel II AD&D Thread
Subject: Also..


Also, you are free to purchase any equipment that you need in town before you go. There will be no descriptive posts about this evening in town before the adventure begins. Everything is a given until that point. I just wanted to post something to get everyone aquainted first.

Posted on 2008-03-18 at 03:52:44.

Topic: Duel II AD&D Thread
Subject: Participation


Currently this is who is participating:

Stings Fatesealer - 1/2 Elf Thief
Gunther - Human Paladin
Aelbric - 1/2 Elf Bard
Kyuss Crimsonmoon - Elf Ranger
Haiden Hawes - 1/2ling Thief
Oriel Blackmoon - Human Ranger
Doogan Ironfist - Dwarf Fighter
Katai - Elf Wizard
Valerus Cain - Human Druid
Garrus - Deathstalker II - Human Fighter
Sentinal the Small - 1/2ling Thief
- Dwarven Cleric
Fandil the Wise - Gnome Illusionist

We may have 1 more person that will be added at a later date and couldn't start out with you all..


Posted on 2008-03-18 at 03:38:23.
Edited on 2008-03-18 at 14:42:27 by Tripwire

Topic: Duel II AD&D Thread
Subject: Map of Orlane


Self explanitory. Everyone has a map of the town from your employer.

Map of Orlane

Posted on 2008-03-18 at 03:20:15.

Topic: Duel II AD&D Thread
Subject: Map of Route to Orlane


On the map showing please look at the top right portion. You will see the town of Hochoch with the Dim Forest above and the Rushmoors to the right and below. The town of Orlane is right where the 2nd "o" is in Hochoch. It is a small town so not on the grand maps as of yet. It is a 2 day journey from Hochoch to Orlane.

Map of Greyhawk

Posted on 2008-03-18 at 03:19:07.

Topic: Duel II AD&D Thread
Subject: We have begun.. ;-)


The adventure has started. The adventure itself will be posted under the Rules-based RPG's under Dungeons and Dragons. The title is An Evil in Orlane!

Please read the post then reply in fashion. You will see at the bottom in italics where I posted what is pretty much expected.

Good luck, you are going to need it :evilgrin:



Posted on 2008-03-18 at 03:16:49.

Topic: An Evil in Orlane
Subject: Big Trouble in Orlane


BIG TROUBLE IN ORLANE!

DISCLAIMER: WARNING!! This game may have adult content, please be forewarned before reading further. Thank you.

Having spent the last day or so in an excited search for equipment the day had finally arrived. The culmination of all of your hard work, study, sweat and tears. Adventure had finally come! You are hard working farmers, hearty miners, dedicated scribes, roguish scoundrels, freed slaves and hired thugs no longer. You are adventurers! You are out now to find your way in the lands. To make your mark on the world and push on to fame and fortune. Malark the Magnificent! Justinal the Wise! Lorenar the Slick! Were these not the great champions and heroes of the lands? Why couldn't it be us? It could be, and everyone has to start somewhere..

You just didn't think somewhere would be so damn wet and dirty! Those that traveled far had finally arrived in the town of Hochoch, although most of you were from the surrounding area. The search for equipment had been painless as the town has no end of supplies for adventurers. As a matter of fact this seemed to be an adventurer's haven! Parties leave towards the mountains or the Dim Forest nearly daily and the bustle of activity is almost overwhelming. A steady rain seemed to always permeate the area and the locals don't seem to notice. After a very few stops at a few of the local inns, you realize that adventure isn't really that hard to find. The problem is, everyone wanted experience.. Slaying dragons? Umm no. Killing powerful lich's? Not quite yet. And the thought of fighting a gaggle of beholders made you more queasy than you thought. There had to be something.. So the local inn keep smiled and pointed you to a small post outside of the inn.

For those that couldn't read the innkeeper came out and read the missive for them. The message read.. "Adventurer's needed for an investigation of the nearby town of Orlane. Possible danger, low pay. Assemble at town hall an hour before sunset on the 3rd." Signed, Balarok Hallfar.

That was tonight!! So your gear was picked up and everything that you could think of was purchased for an adventure and you found yourself shuffled by the local magistrate into a large and sturdy meeting room inside of the town all. The room was filling up and there looked to be about twenty adventurers or so crammed into seats or sitting on crates in corners throughout the area. Everyone looked very young! Gnomes, dwarves, humans, elves, and half-elves saturated the room. I even thought I spotted an orc for a second, but it was just a very ugly human. There was no ale, no spread of food. No welcome. This was the bottom of the adventurer scale, but you had to start somewhere.. right?

A very fat human in fine clothing stepped to the front of the room. There was a lectern set up and he stood behind it and banged a small hammer once before clearing his throat and speaking. "Thank you for coming! My name is Balarok Hallfar. I am a merchant of some worth that works out of the great city of Hookhill. I am going to be speaking for quite some time, so please pay attention. If you are interested in this adventure you will be paid 50 gp each plus any treasure you find on your journey's." At this more than a few of the obviously seasoned adventurers got up and left and I wondered if I should do the same. But I saw there were still quite a few people left so I decided to stay.

The rotund man began to speak, "As you all know the border between Gran March and the Kingdom of Keoland has been a peaceful one for many years. In the western section of this frontier, the stagnant bogs and slime-coated pools of the Rushmoors occupy much of an otherwise fertile plain. To the north of the marsh, the dark recesses of the Dim Forest cause even the most stalwart travelers think twice before entering among the tall trunks and dangling tendrils of moss."

Motioning for a stool he moves it to the side and sits heavily upon it, "Only a few years ago, a group of adventurers opened a small caravan track through the previously untraveled Dim Forest. This track connects the town of Hochoch with Gran March’s thriving capital of Hookhill. The track cuts through a narrow finger of the forest, and traders have to take precautions against the marauding creatures there. Ogres and goblins have been reported, often in large and bloodthirsty bands, and only lucky or well-armed caravans can expect to make the journey in safety."

He takes a long pull of a flask that magically appeared into his hand and continues.. "There is a town called Orlane that is close to this caravan route and is especially significant to me. Orlane itself was founded nearly a generation ago, when explorers from Hochoch reported that the land between the Rushmoors and the Dim Forest seemed to be extremely fertile. Soon after the arrival of the first farmers, a temple to the chaotic good goddess of agriculture, Merikka, was erected, and thus the village of Orlane was born. The land here proved to be very rich, often producing crops half again as large as those grown in more mundane soil. Orlane quickly grew into a thriving community of 300 people."

Pointing towards the adventurers he nods, "Yes that is why it is important to me, I am a merchant that has traded with Orlane for many, many years. Occasionally, the settlers were harassed by bands of humanoids from the forest, or strange, scaly creatures from the swamp. These farmers were hardy folk, however, and were not intimidated by a few raids. Instead, they organized a well trained militia to meet the assaults of the monsters with cold steel. The humanoids soon learned that Orlane was a village best left alone."

Taking another pull he continues.. "Throughout the past year, the population of Orlane has undergone a steady decline. Many farmers have packed their possessions and, for unknown reasons, migrated to other, less fertile areas. Some homes have simply been found abandoned, with food on the table or crops unharvested in the field. No explanation has ever been offered for these strange disappearances. Sometimes the families have returned in a week or two, and other times they have never been heard from again."

Getting a serious look on his face he says, "Orlane's occupants were always a serious but friendly lot. This has changed and they have become very suspicious of just about anything, and who could blame them? Something sinister is at work in Orlane and that is where you come in my mighty adventurers. For those that wish to partake in this endeavor, gold is not the only rewards! Do not these people deserve to live in peace? You would be doing the lands a great service by finding out what is behind this dastardly problem."

Standing he holds up a rolled parchment. "This is a map of Orlane, at least the most recent I could gather. It shows the route to get to Orlane which is 2 days journey east of here, just to the north of the Rushmoors and just to the south of the needle of Dim Forest that the caravan track runs through. Let there be caution, because the Dim Forest and the Rushmoors are no jokes fellows. As you well have heard and know they are filled with peril. Go to Orlane. Learn of the evil that has come upon this good town and get to the source and eliminate it. That is the task I put forth to you, young adventurers. Will you partake?"

At this a few servants come in carrying small bags with jingling coins in them to set at the merchants podium. "This is half the money, 25 GP. The other half will be given when you come back with the job well done. The map is here on the podium, also I have a map of the town direct for everyone. Once the group gets together and decides who will be going, I will pass along your gold to use as you will. I will be offering you as well a cart with a donkey to carry items or whatever you wish. Horses would be a burden in these environs so walking it is. You leave at dawn tomorrow morning at the outskirts of Hochoch! Good luck to you all!"

The group of adventurers all bustle at once. Some leave with mumblings of swamps and forests and others linger and stay, watching the others as they decide what to do. You have already made up your mind. You will go, be it for the unknown treasure, the championing of the good people of Orlane, or simply the adventure of it all, it was time to make your mark on the world!

Alrighty then! Time to introduce yourself. The room you are is a typical large conference hall. There are small benches where people can sit, but no refreshments or anything of that nature. I am going to assume after you all introduce yourself that lodgings are taken care of and we will start the next post the following morning outside of Hochoch. The map of Orlane and the map of the area where you will be able to get to Orlane is posted in the Q&A Thread. Things that I will need that you can post in the Q&A forum as a group: An outdoor marching order, a double file indoor marching order, a single file indoor marching order. You may also discuss amongst yourselves how you want to do camp guards as you will be sleeping over nights outdoors. If you have question for me OUT OF GAME please post in the Q&A thread. This thread should ONLY be for Role-playing purposes! Have fun..


Posted on 2008-03-18 at 03:13:57.
Edited on 2008-03-18 at 03:14:34 by Tripwire

Topic: Duel II AD&D Thread
Subject: Game notes


The problem will be that we all won't be in the game at the same time ;-). Having IM's won't matter. I am just going to be posting the initial post on Tuesday (probably morning) and everyone will reply when they get a chance. Then you post your questions etc in the Q&A thread after role-playing. Once we get going you will see how it works. It is at a very leisurly pace, so I hope no one is expecting post after post from the DM. I usually will make my post then wait for a majority if not all of the players to post a reply which could take 1 to 2 days, then make another post. This isn't a fast paced game.

Posted on 2008-03-16 at 23:47:02.

Topic: Duel II AD&D Thread
Subject: More helpful information


I want to talk a little about posting in the game. Try as hard as you can to get as much as you can into a single reply to my post or we will have TONS of tiny posts in the adventure and that is definately NOT what we want.

For example. If two of you get into a discussion.. You don't have to post every page. Yes, lets do this, no, lets do this. What you do is you say, Joe meanders over to the dark looking warrior named Jim. "Nice to meet you Jim, if you could, lets discuss the way we will be setting up camp." Then you and Jim go to the Q&A thread and discuss what you wish there. Please don't just do a back and forth question and answer in the game forum. A single post or two that is well thought out and detailed should be more than enough to use per DM post. The DM's post should be detailed enough for people to respond in kind but posting 50 times in the adventure after each post is not what we are looking for. I know people are excited about playing, and it will be fun, but use the Q&A thread for lots of your playing as well. This is going to be where you ask a majority of your questions etc..

Posted on 2008-03-16 at 21:25:29.

Topic: Duel II AD&D Thread
Subject: Tue hopefully.


Just gotta be patient Hammer. The update is still at 5 above. Same spot. As soon as I get all the character sheets finished which does take some time, we will begin. I am probably looking at sometime Tue since that is my day off. I am going to push for the character sheets to be done by then.

Posted on 2008-03-16 at 21:21:43.

Topic: Duel II AD&D Thread
Subject: Map of Orlane


Testing out my map of orlane.. it works ;-)

Posted on 2008-03-16 at 21:19:29.
Edited on 2008-03-16 at 21:19:55 by Tripwire

Topic: Duel II AD&D Thread
Subject: Maps


I haven't seen many people use them. Using a bulliten board the DM's are usually VERY descriptive. We won't need them a lot but will will every now and then, especially with 14 players so far.

Posted on 2008-03-16 at 03:49:49.

Topic: Duel II AD&D Thread
Subject: Also


I want to re-iterate that in a lot of instances you are going to have to use your imagination. I will tell you the description of a room or cavern or whatever and I won't have maps of every single little room. If I have a Dungeon marching order of players and you enter a 20x20 room the first 2 that enter will encounter what is in the room etc.. The rest will be in the hallway. I shouldn't have to draw that up as we will know the marching orders of out in the open, dungeon and others before we begin.

Posted on 2008-03-16 at 03:22:57.

Topic: Duel II AD&D Thread
Subject: Sample


Ok I have gotten permission from TCatt, one of the webmasters here to be able to post a few small pictures during our adventure. There will be nothing extravegant and Please, only the DM post as it takes up bandwidth to post pictures of any kind. After we have used the small maps and pictures they will be deleted. I will assign letters to each character before we begin for ease of use in maps that we will be using. So here is an example of the crude little maps we will have:


I may also be able to throw a picture or two in there from the module itself, but that is only a maybe.

Posted on 2008-03-16 at 03:17:51.
Edited on 2008-03-16 at 21:20:20 by Tripwire

Topic: Duel II AD&D Thread
Subject: Update 5


We are getting very close. I am breaking down the adventure and adding the things I need to get it back up to par since this is such a large group.

Wretch - Complete
Hammer - Complete
JGW - Complete
Nomad - Complete
Degotti - Complete
Darque - Complete
The Ancient One - Complete
Hombre - Nearly Complete
Ward - Nearly Complete
Elephant - Just need appearance/background
Consortium - Nearly Complete
Soultaker - Working
Floyd - Working
Shadowdragon - Working


As far as Classes we have:

3 Thieves, Paladin, Bard, 2 Rangers, 2 Fighters, Mage, Druid, Illusionist, Cleric and Mage/Thief


Posted on 2008-03-15 at 03:00:34.

Topic: Duel II AD&D Thread
Subject: Some Basic Info


For some of you new guys here is some basic info.

Weapon Specialization: Some people have asked about it but ONLY warriors get weapon specialization. I know in the past people have played that all warrior types can use it, but this is wrong. I actually got clarification on the issue at a GENCON that warriors only get that bonus.

HP = Hit Points, when you get to 0 you go unconscious. You will slowly bleed 1 point per round until -10 unless bandaged where you will die. If you have 1 HP and are hit for 20 points. You are past -10 and are dead..

AC = Armor Class. Each armor gives you a certain armor class. The better the armor the LOWER the number. For example: Leather armor by itself is AC 8. While Chainmail is AC 5. Dexterity bonus from high dexterity, magical armors or rings can also lower this number.

THACO = To Hit Armor Class 0. The way this works is the following: Each person depending on their class has a different THACO with each weapon they use. Things that lower your THACO are bonus strength, gaining levels, magical weapons etc.. Every class starts at 20 THACO at level 1. Then depending on your class that will improve or stay the same as you level up. So here is an example:
Bob the 1st level elf warrior has a 17 strength and a longsword. So thats +1 to hit and damage because of his strength no matter the weapon he uses. He also has weapon specialization in Longsword which is another +1 to hit with longswords, and he is an elf which is yet another +1 to hit. His THACO for level 1 is 20. Then you add the +3 bonus' from above and his THACO is now 17. A nasty orc charges at Bob and is wearing leather armor (AC . So to hit the orc Bob needs a 9 or better on a 20 sided dice to hit the orc. (a 20 sided die is always used to roll hits). THACO (to hit AC 0 is 17) - AC 8 = 9. If the creature would have been some beast with magical platemail and was AC 0, bob would have needed a 17 or better to hit the creature.

Initiative - Before combat actually begins each creature and character get an initiative roll. A 10 sided dice is rolled for each character and the lower the number the "faster" you are and the quicker you attack. So if you roll a 1 and the creature rolls a 3, you would attack first.

Combat round - An example of a single combat round with bob vs the orc above:

DM: Ok Bob a orc burst into the room from a secret door and suprises you! (Bob secretly gets a +4 init roll because of the suprise. He doesn't know that but the DM does) what do you do?

Bob: says, I draw my longsword and pull down my shield and attack the foul beast! (DM secretly rolls initiative for bob and the orc. Bob rolls great and gets a 3! The Orc rolls a 5. BUT!! because of the suprise poor bob gets +4 added to his roll making it a 7 so the orc goes first!)

DM: The orc is the quicker and slashes at you with its battle axe. (Bobs AC is 5 and the creatures THACO is 19, so the orc needs a 14 or higher to hit BOB 19-5=14). DM rolls the dice and rolls a 5, a clean miss). The orc slashes hard but you pull your shield up and it bounds off of it careening to the left. (Now the DM rolls for Bob: Bob needs a 9 to hit the orc remember? 17-8=9). Bob rolls a 15 a hit! So now the DM rolls for damage. Bobs longsword does 1d8 (1 8 sided dice). Bob rolls a 8!! A powerful strike. He also gets +1 from strength and +2 from his longsword specilization for a total of 11 points. The poor orc only had 5 points total and is slain). DM: After powerfully blocking the orcs blow it sent him into an aqwkward stance. Seeing this you thrust brutally upward towards its exposed midsection and slice clean and wicked strike to its chest. The orcs mouth opens in a gout of blood and falls backwards twiching.

Bob is the victor.

Now it will be much more complicated than that alone with 14 players like we have. It will be a task indeed with all the rolls and hits etc.. I am going to have to make the module a bit harder for you guys but it should be loads of fun.

Oh and by the way, when you post in the game (when we have the game up. Here is how I want you to post..

If I tell you that 12 orcs burst from the woods (I will elaborate of course) It would looks something like this:

As you are building your camp for the night the sky is clear and a slight breeze comes in from the west. Everyone looks busy and the ranger Joe is watching the area as he is on guard duty. Joe gives a shout of warning as a group of orcs bursts from the forest 50 yards away and are bellowing war cries with their weapons drawn. They are charging directly at your group with malevolence in their eyes.

Ok I want you to post your actions and what your character does.

So I will post the regular adventure in regular type and then at the bottom I will post in italics which look like this < i > text < / i > But all together, I just wanted to show you how to do it. Bold is the same way but with a B in there.

You would reply:

Bob will move to the right and behind the group drawing down his longbow and grabbing a flight arrow. He will sight the lead charging orc down his arrow shaft and fire two rapid shots at the creature.

Bob is going to fire 2 bow shots at the lead creature, he gets 2 shots per round.

So he will describe what he is doing. Then in italics clarify his actions to ensure the DM knows exactly what he is doing. For the new people, remember if you try to aim at something for instance. You want to aim at a creatures leg instead of trying to kill it, you must let me know, as that is an aimed shot and you will get a severe penalty for trying to aim your shot.

Ok I think that is enough for now, hopefully it will give you a sense of how things will be going.

Posted on 2008-03-14 at 13:40:25.
Edited on 2008-03-14 at 13:41:07 by Tripwire

 


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