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You are here: Home --> Forum Home --> Recent posts by Admiral
Topic: The Curse of Kobold Hall - 4e D&D Q&A
Subject: yea


gboy is right, except it's less about cheating and more about me being able to add hidden modifiers. Plus it's easier if I can just roll a ton of checks in a row.

I'll post more tomorrow, but remember that characters don't always act in the order that players post, so as a rule of thumb don't bother rolling dice. It just makes it easier. If you feel you must roll your own dice then use the RDInn diceroller with the option to email the results to me.

I'll post more about rules tomorrow. I'm exhausted.


Posted on 2009-11-22 at 10:57:17.

Topic: The Curse of Kobold Hall - 4e D&D Q&A
Subject: well


I'm sure you can find a way to work in Arcana. It's sort of a catch-all skill...

The use only has to be peripherally relevant. Even if it only helps out another player.

Posted on 2009-11-21 at 20:45:56.

Topic: The Curse of Kobold Hall - 4e D&D Q&A
Subject: gotcha


I'll update it when i do the rest of them tomorrow.

Everyone: Please let me know if you're confused. Don't hesitate to ask here or via PM if the skill challenge is difficult to understand. It took me a while to learn how to do them, and I'm still refining the process (The DMG doesn't give you much to go on. I hear the DMG 2 corrects this but I don't have it yet).

I will be gone pretty much for the next 24 hours with only a few minutes here and there to help out and answer questions. I'll be updating again on Monday or whenever the whole party posts their first round in the skill challenge.

Posted on 2009-11-21 at 12:14:57.

Topic: The Curse of Kobold Hall - 4th edition D&D
Subject: And here we go


The wind is particularly strong today, with a tinge of heat in the air that signals Spring is in full effect. You have nice weather with some serious storms to look forward too.

The scenery is great as the follow the trail, making your way to Kobold Hall. A passing deer or two remind you of the natural beauty that you are protecting from kobold mischief.

After about three hours, you estimate you are halfway there. The street sign ahead points you to either continue down the path to the next city or turn back. There is a third sign pointing into the wilderness that has been painted entirely white.

This is the general area where the path stops and you will have to rely on your own senses to get you the rest of the way to Kobold Hall.

Unfortunately none of you have ever been there and it's not on any of the maps you have. But you do know, beyond a shadow of a doubt, that Kobold Hall lies somewhere in the direction the sign points. That makes the situation a bit easier. You delve forward into the woods, where all but the dwarf find themselves quite at home.

There is a sense of peace as the elven feet glide along the natural ground, the human ranger matching their elegant affinity for woods with an uncanny ability. The dwarf made, well, a bit more noise and moved with a lot less grace.

But his primal nature pushed him on as the forest seemed to welcome him.

Within an hour of travel, you come to a halt and gather your thoughts. You're lost. Actually you can't really be lost since you never knew where you were going in the first place... But you need to find some direction or risk getting lost for good. Time to settle down here and figure out which direction to head. There are trees all around, a small pile of rocks a bit to the east, and a small shallow lake with some animals drinking from it to the north.

Begin Skill Challenge

Skill challenges are like non-combat encounters, and are new to 4th edition. Basically a skill challenge involves the party taking turns in order making skill checks to reach a goal, in this case finding the location of Kobold Hall.

Each skill challenge has minor skills and major skills. To win this skill challenge, the party as a whole must make 4 successful skill checks before getting 2 failed skill checks. Major skills are directly and obviously involved in the challenge, while minor skills require some creativity to use. You can use a major skill multiple times, but each minor skill can only give one success. A failure in a minor skill will usually not count toward your failure limit of two unless the results are catastrophic.

For this challenge, the major skills are as follows:

Nature (estimating the layout of terrain, etc.) max 3 successes
Perception (spotting kobold tracks, etc.) max 2 successes
Athletics (scouting, climbing, etc.) max 2 successes

Every other skill is a minor skill, which means if you think of a relevant way to use it (perhaps using intimidate to scare some animals and see which direction they run - assuming they won't run towards a known kobold lair) in the challenge then you can!

Skill challenges are meant to be creative stepping stones. Since this is a nature-heavy party this should be easy to complete, as technically three nature checks and a perception check can win. Of course you can always get crazy and start climbing trees or whatever.

For now let's do this one at a time since this is a short skill challenge and it's our first, but in the future (when challenges require 12 successes and we are much better at them) we can do them much quicker. For now let's start with one check at a time.

Please go ahead and post your characters thoughts and actions during the journey and once the challenge begins. Feel free to try something crazy. It just might work. You can use any skill, but remember you must justify it with in-game actions.

Posted on 2009-11-21 at 12:01:59.
Edited on 2009-11-21 at 12:10:28 by Admiral

Topic: The Curse of Kobold Hall - 4e D&D Q&A
Subject: ok


The character sheets are live-ish. If you are missing something (alignment) it means I don't have it and either need it or forgot where to find it. I'm going to whip up some standardized format and make it pretty, but at least some raw information is on there now. I'll get on that project tomorrow.

On to the game update.

Posted on 2009-11-21 at 11:10:16.

Topic: The Curse of Kobold Hall - 4e D&D Q&A
Subject: awesome


I will be updating in about six hours, FYI.

Posted on 2009-11-21 at 05:07:35.

Topic: The Curse of Kobold Hall - 4e D&D Q&A
Subject: Waiting


Waiting on gboy, ironically the
last one I expected to wait on

Posted on 2009-11-21 at 02:22:03.

Topic: The Curse of Kobold Hall - 4e D&D Q&A
Subject: meh


Doesn't matter. I know there are a lot of KOTOR fans on the Inn, so it doesn't surprise me in the least. BTW - FINISH THE GAME. It's awesome!

Also let's give it up for the two opening posts. Pretty much spot on what I was looking for. I expect post lengths to get much shorter during the dungeon crawl, but this is a good length to start at

Posted on 2009-11-20 at 11:16:43.

Topic: Greetings to all!
Subject: Welcome!


Glad to have another warm body to the Inn!

Posted on 2009-11-20 at 10:39:11.

Topic: The Curse of Kobold Hall - 4e D&D Q&A
Subject: heh


No your spirit is quite visible to everyone and everything.

As for the KOTOR thing, that one was mine. I like KOTOR so I borrowed the idea Besides it fits well with the theme of the game, and the fact that it's unusual for kobolds to take such care of and pride in their weaponry.

Like I said, I'm changing the original adventure enough so that people familiar with it won't recognize it.

Posted on 2009-11-20 at 02:53:09.
Edited on 2009-11-20 at 02:53:44 by Admiral

Topic: The Curse of Kobold Hall - 4th edition D&D
Subject: The Curse of Kobold Hall - 4th edition D&D experiment


Tomorrow is the big day. Your first gig, at least the first time you were going to pull a serious paycheck...

It's been six long months since that fateful day. Your life changed forever. The day you all met. Adventurer became your titles, your jobs, and your calling. Sure it was boring at first. Find a missing sheep here, pick a few plants there. Nothing substantial and nothing to get you rich. Family money, past riches, and other questionable means have brought in the gold thusfar, but it was time to go legit. You have a party of companions now!

Time to get some sleep though...


The Kobold Hall. At least that's what it was called now. Decades ago it was the home of a wealthy merchant noble, but his name and deeds are long history. Kobolds have infested the place for most of the city's resident's lifetimes.

It was a novelty. Just stay away from the place and laugh at the tourists that get roughed up by kobolds. But that was before last month. Last month they became more aggressive... launching raids and ambushes against people further away from the manor. One clan appears to have taken over. They have been dubbed the Whitetooth clan, for their habits of using weapons painted completely white and customized with a strange symbol the Mage's Guild is still trying to identify. The local magistrate has had enough.

The ads went up two days ago, calling for mercenaries willing to finally clean out Kobold Hall. Bounties include 10 gp for each kobold dispatched, with the ceremonial white weapon being proof. Each is unique to the kobold holding it, and the clan rules state losing your weapon is punishable by death. The chieftan's ceremonial spear is worth 50 gp bounty, and his bone mask - which is passed from chieftan to chieftan - will signify the end of the raids and bring in a 75 gp reward.

The sun rises, and everyone meets at the gate for the trek towards Kobold Hall. You should be there by lunchtime if the weather holds up. Be careful though: some residents claim the place is cursed.

In fact, a local gnomish bard calling himself Alexander has offered a reward of 100 gp for proof of a magical curse worthy of song and verse...

OOC: Feel free to give a brief introduction on thoughts and character descriptions. I am keeping the plot purposely minimal as that's not the focus of this particular adventure. Oh, and by the way while this is based on the adventure in the back of the DMG, don't bother reading it. I'm changing enough that it won't do you any good. Besides, it spoils the fun

Posted on 2009-11-19 at 06:04:28.
Edited on 2009-11-19 at 06:09:07 by Admiral

Topic: The Curse of Kobold Hall - 4e D&D Q&A
Subject: meh


Keep positive thoughts there, shorty.

Posted on 2009-11-19 at 04:25:33.

Topic: The Curse of Kobold Hall - 4e D&D Q&A
Subject: ok


Just waiting to hear back from our druid buddy

Posted on 2009-11-19 at 03:29:53.

Topic: The Curse of Kobold Hall - 4e D&D Q&A
Subject: Tips and Tricks


Future space for tactical strategies, what works, what doesn't work, and comments about character abilities.

First off I would like to speak about enemy roles. I already listed the character roles in the recruitment thread, but enemies have similar roles as well!

Controller
Enemy controllers are just nasty buggers. Take them down first if at all possible or they will ruin your tactical strategies.

Skirmishers
The most annoying of the enemy roles, but also the least dangerous. They focus on mobility and hit and run tactics, but tend to do little damage.

Brutes
They are slow and powerful, doing large amounts of damage with large amounts of health. Low priority if controllers or artillery are present, high priority if not.

Soldier
Benchmark enemies. They are good at everything they do. Often come in groups. Medium-low priority, just keep an eye on them.

Lurker
They like to hide, and come up when you least expect them. it's best to just let them do their thing until you get a clear shot, then take them down quick before they get back to hiding.

Artillery
Very, very bad. These guys should always be top priority if at all possible, but usually they are too well guarded. Luckily they have glass jaws if you do manage to get a shot in on one.

Some enemies have special keywords as well:

Leader
The enemy leader has healing and buffing abilities in addition to their regular roles. Chances are your leader enemy will be top priority unless they are too well guarded or, for instance, a brute leader with several controller and artillery friends.

Minion
These guys always have exactly 1 hp. They have decent attacks, but always do a fixed amount of damage. They give 1/4th the experience of a regular monster of this level, so expect to find minions in groups of 4. Missed attacks never damage a minion, even if the power says otherwise.

Elite
These guys are extra powerful, and are basically equal to two enemies in one. Use caution as they have more health that you would expect.

Solo
Equal to five enemies in one. These are your dragons and other super baddies. Almost always attack and fight alone.

Our party has a very front-loaded format, in that I expect to see very high damage output from a number of sources, and with very little downtime. But I also see the potential for breakdown without a bit of pre-planning.

For instance, the warden (defender) can heal himself a little, and typically has the goal of making sure as many enemies as possible are hitting him. Let's assume he has three enemies on him, and surviving while the warlock (striker) starts working on one of the three. Meanwhile the ranger (striker) is 10 squares away cutting apart some beefy soldier-type and holding his own.

The shaman (leader) now has a choice. He can either send his spirit to flank with the ranger and take down the beefy guy faster, or send the spirit over to the warden and help keep a larger number of enemies locked into place while he and the warlock work on them.

What is the druid (controller) doing during all of this? He could be at either front, or keeping the two less-threatening enemies in the back from joining the fight. He could be sliding enemies next to the warden, away from the warlock or shaman, or keeping the ranger's prey from running.

This many options makes it more likely to make a wrong choice. Consider an alternative:

The warden has five enemies around him (three from earlier plus the two the druid was fighting alone), not doing a whole lot of damage but keeping them at bay, with some help from the druid who is keeping them all from leaving the warden's side.

The ranger is still fighting the beefy guy only this time the warlock is also unloading into him. Now the choice for the shaman is easy - keep the warden and druid healthy while the big guy goes down. It shouldn't be long with both strikers marked and focused on it, and with the warlock's curses the ranger doesn't have as much retaliation to fear and it frees up the shaman to focus on keeping the warden alive.

When that's done you have the remaining enemies all packaged up and sufficiently weakened for the ranger and warlock to come in and mop up rather quickly.

Posted on 2009-11-17 at 23:23:12.
Edited on 2009-11-18 at 01:09:25 by Admiral

Topic: The Curse of Kobold Hall - 4e D&D Q&A
Subject: Characters


I am in the process of standardizing the character sheets. Stay tuned.

=================
Cain Earthhammer
Dwarf Warden 1

Class Features:
Font of Life
Guardian Might (Earthstrength)
Nature's Wrath

ABILITY SCORES
Str 18 (+4)
Con 16 (+3)(14+2 Racial)
Dex 10 (+0)
Int 8 (-1)
Wis 13 (+1)(11+2 Racial)
Cha 10 (+0)


AC: 17 Fort: 14 Reflex: 10 Will: 12
HP: 33 Surges: 12 Surge Value: 8

TRAINED SKILLS
Nature: +6
Dungeoneering: +8
Endurance: +10
Perception: +6

UNTRAINED SKILLS


FEATS
Level 1: Weapon Expertise (Hammer)

POWERS
Warden Class Feature: Warden's Fury
Warden Class Feature: Warden's Grasp
Warden at-will 1: Thorn Strike
Warden at-will 1: Strength of Stone
Warden encounter 1: Thunder Ram Assault
Warden daily 1: Form of the Relentless Panther

ITEMS
Warhammer, Hide Armor, Light Shield, Backpack (empty), Flint and Steel, Rope, hempen (50 ft.), Waterskin, Bedroll (2), Sunrods (2), Meal, Common (4)


===============
Adanion Duskwalker
Human, Ranger 1
Build: Two-Blade Ranger
Fighting Style: Two-Blade Fighting Style
Birth : Among Another Race (Elf)

FINAL ABILITY SCORES
Str 20, Con 13, Dex 16, Int 12, Wis 14, Cha 11.

STARTING ABILITY SCORES
Str 18, Con 13, Dex 16, Int 12, Wis 14, Cha 11.


AC: 16 Fort: 17 Reflex: 15 Will: 13
HP: 30 Surges: 7 Surge Value: 7

TRAINED SKILLS
Perception +9, Dungeoneering +7, Athletics +9, Endurance +5, Acrobatics +7, Nature +7

UNTRAINED SKILLS
Arcana +1, Bluff, Diplomacy, Heal +2, History +1, Insight +2, Intimidate, Religion +1, Stealth +2, Streetwise, Thievery +2

FEATS
Human: Lethal Hunter
Level 1: Weapon Proficiency (Bastard sword)

POWERS
Ranger at-will 1: Hit and Run
Ranger at-will 1: Twin Strike
Ranger encounter 1: Evasive Strike
Ranger daily 1: Hunter's Bear Trap
Human: Nimble Strike

ITEMS
Bastard sword (2), Hide Armor, Backpack (empty), Bedroll (2), Flint and Steel, Meal, Common (4), Rope, hempen (50 ft.), Sunrods (2), Waterskin

================================
Elven Druid 1
Alignment:
Size: Medium
Speed: 8 squares
Vision: Low-light
Languages: Common, Elven
Skill Bonuses: +2 Nature, +2 Perception
Elven Weapon Proficiency
Fey Origin
Group Awareness
Wild Step
Elven Accuracy

Class Features:

Primal Predator
Ritual Casting
Wild Shape

ABILITY SCORES
Str 11 (+0)
Con 14 (+2)
Dex 18 (+4)
Int 13 (+1)
Wis 20 (+5)
Cha 12 (+1)

AC: 17 Fort: 12 Reflex: 15 Will: 16
HP: 26 Surges: 9 Surge Value: 6
Initiative: +4

Armor Proficiencies: Cloth, leather, hide
Weapon Proficiencies: Simple melee, simple ranged
Implements: Totem or Staff

TRAINED SKILLS
Nature
Heal
Perception
Arcana

FEAT
Implement (Staff) Expertise

POWERS
Elven Accuracy
Wild Shape
Savage Rend
Grasping Claws
Flame Seed
Twisting Vines
Fires of Life

RITUALS
Animal Messenger
Silence

ITEMS
Quarterstaff
Hide Armor
Dagger x5
Backpack
Bedroll
Flint and steel
Pouch, belt
Rations, trail (10 days)
Rope, hempen
Sunrods (2) .
Waterskin
50 gp

===================================
Name:
Half-Elf Shaman 1
Alignment:
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, Elven, choice of one other
Skill Bonuses: +2 Diplomacy, +2 Insight
Dilettante
Dual Heritage
Group Diplomacy

Class Features:

Companion Spirit
Protector Spirit
Healing Spirit
Speak with Spirits

ABILITY SCORES
Str 11 (+0)
Con 18 (+4)
Dex 12 (+1)
Int 14 (+2)
Wis 18 (+4)
Cha 15 (+2)

AC: 14 Fort: 15 Reflex: 12 Will: 15
HP: 30 Surges: 11 Surge Value: 7
Initiative: +1

Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Simple melee, longspear
Implements: Totems

TRAINED SKILLS
Nature
Heal
Perception
Religion

FEAT
Totem Expertise

POWERS
Spirit’s Shield
Call Spirit Companion
Healing Spirit
Speak with Spirits
Protecting Strike
Stalker’s Strike
Thunder Bear’s Warding
Thorn Whip
Spirit of the Healing Flood

ITEMS
Longspear
Totem
Leather Armor
Backpack
Bedroll
Flint and steel
Pouch, belt
Rations, trail (10 days)
Rope, hempen
Sunrods (2) .
Waterskin
55 gp

=====================
Toriath Aleirin, level 1
Half-Elf, Warlock
Warlock Pact: Fey pact
Alignment: Unaligned
Occupation - Mariner

FINAL ABILITY SCORES
Str 12, Con 16, Dex 13, Int 16, Wis 11, Cha 20.

STARTING ABILITY SCORES
Str 12, Con 14, Dex 13, Int 16, Wis 11, Cha 18.

AC: 15 Fort: 13 Reflex: 14 Will: 16
HP: 26 Surges: 9 Surge Value: 6

TRAINED SKILLS
Arcana +8, Bluff +10, Streetwise +10, Thievery +6.
OTHER SKILLS
Acrobatics +1, Athletics +1, Diplomacy +7, Endurance +3, Heal +0, History +3, Insight +2, Intimidate +5, Religion +3, Stealth +1.

FEATS
Level 1: Implement Expertise (Rod)

POWERS
Warlock at-will 1: Eldritch Blast
Warlock at-will 1: Eyebite
Half-Elf: Vicious Mockery
Warlock encounter 1: Witchfire
Warlock daily 1: Curse of the Dark Dream

ITEMS
Rod, Dagger, Leather Armour, Backpack (empty), Flint and Steel, Rope, hempen (50 ft.), Waterskin, Bedroll (2), Sunrods (2), Meal, Common (4)

Posted on 2009-11-17 at 23:22:57.
Edited on 2009-11-21 at 11:08:55 by Admiral

Topic: The Curse of Kobold Hall - 4e D&D Q&A
Subject: The Curse of Kobold Hall - 4e D&D


This is the Q&A section for the 4e game meant to introduce 3.5/3e players to the new system, 4e tabletop veterans to playing 4e online (myself in this category), and even players completely new to D&D to just about everything!

First off I'd like to welcome Shield Wolf, Tus Lased, Night Monkey and Mixmoff to the Red Dragon Inn! Feel free to introduce yourselves to the community at large in the comings and goings forum if you would like.

Here is the party thusfar:

Dwarven Warden played by gboy
Elven Druid played by Tus Lased
Half-elven Shaman played by Shield Wolf
Half-elven Warlock played by Night Monkey
Human Ranger played by Mixmoff

Overall it appears we will have a very aggressive and very methodical party. Right now I am only really familiar with one character in-depth, so as I post them and study them this thread can be used for strategy and tips out of combat.

Unlike 3e, 4th edition relies on communication between players (not characters) to get the most. It plays almost like a wargame during battles and a party that communicates tactically will surely find that combat goes easier. This can be justified from a role play perspective by illustrating that the party knows each other and has been adventuring together for a few months - and familiar with what each other can do. Aside from that a couple of shouted commands and statements here and there during battle can cover it.

The party has above average stats mostly as a luxury to me as the DM. I won't feel too bad about throwing more devious, deadly, and entertaining traps, hazards and enemies into the fray. Consider it my cushion for experimentation.

Posted on 2009-11-17 at 23:22:23.
Edited on 2009-11-18 at 00:30:26 by Admiral

Topic: Loaded Dice #31: Funny is in the Eye of the Beholder
Subject: heh


I've pulled a move like this before. Most DMs probably have. Fifth times the charm.

If someone has real constructive criticism they can actually come to the inn and leave it. It'll be heard. Otherwise it's just a troll.

Posted on 2009-11-13 at 08:28:02.

Topic: Star wars in concert
Subject: well


The Royal Philharmonic is putting it on, so I'm sure they will make it over to Europe eventually. I'll get a full review written up in a bit

Posted on 2009-11-04 at 09:12:03.

Topic: Star wars in concert
Subject: Star wars in concert


It's currently intermisson at star was live in concert. If you can by any means make t to a show do so. it's worth every penny. More after the show

Posted on 2009-11-01 at 22:09:38.

Topic: NFL Football 2009
Subject: woo


Look out Detroit... we're coming for your record!

Posted on 2009-10-19 at 11:39:04.

Topic: Well, well, well, guess who's back...
Subject: heh


try not to get grounded so quickly this time!

Posted on 2009-10-19 at 10:00:35.

Topic: To boldly go (again) where no one has gone before...
Subject: Medical


Doctor White (Discovery's old CMO and my old character) attended Starfleet Academy Medical School. I don't know if such a place exists, but I made it up and couldn't find any canon to contradict it. FYI

Posted on 2009-10-19 at 09:55:44.

Topic: To boldly go (again) where no one has gone before...
Subject: yep


I have pitched my guy to be Chief of Security (akin to Chief O'brien and his relationship to Engineering) answering to Mac. I had assumed though that Ol Blustery was indeed the officer in command. My guy is a Chief Petty Officer, and as an enlisted would be unable to assume "command" of a department, but could still be placed in a senior staff position as a department head under an officer (again akin to Obrien.)

It's up to the Cap'n

Posted on 2009-10-17 at 23:42:27.
Edited on 2009-10-17 at 23:56:23 by Admiral

Topic: To boldly go (again) where no one has gone before...
Subject: my guys


I have just submitted two psuedo-NPCs for the crew. One is the barkeep for Ten Forward and the other is a noncom Security officer.

I have decided to take a more minor role in the Discovery, and let some fresh meat play the big guys. So to answer your question, the Chief Medical Officer is still available as far as I know.

Posted on 2009-10-17 at 21:56:05.
Edited on 2009-10-17 at 21:57:10 by Admiral

Topic: To boldly go (again) where no one has gone before...
Subject: Play


I've been chatting with Olan and Eol a bit, and after a lot of thought I've decided that White is best left retired from space travel. In my perfect little world, he would have a transfer to a research or teaching position back on Earth, bringing along his three cohorts and finally settling down with the family. His kids are probably ready to head off to the Academy themselves by now anyway!

I would absolutely love to manage Ten Forward if Noah's niece isn't still running the show.

Posted on 2009-10-16 at 21:22:31.

 


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