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You are here: Home --> Forum Home --> Recent posts by The Ancient One
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Topic: Duel II AD&D Thread
Subject: Dum Dee Dum...


Anybody NOT interested in twiddling thumbs?

Deathstalker is restless, and doesn't believe there will be any significant leads to be found waiting at the edge of town.

Posted on 2008-03-21 at 02:59:15.

Topic: Duel II AD&D Thread
Subject: Time of Day


Question: What time of day is it in the adventure? From the sounds of it, it is daytime and not nighttime. But whether early morning, noon, or dusk, I'm not sure.

Posted on 2008-03-21 at 01:52:58.

Topic: Duel II AD&D Thread
Subject: Never played


I've never played this one either. So if I go "whoa...something smells funny...don't go running off alone into that dark alley!" please don't get mad at me if there really is a trap over there. Chances are, I just got lucky, and even a broken clock is right twice a day

Posted on 2008-03-21 at 01:48:44.

Topic: Duel II AD&D Thread
Subject: Re: Plans


Wretch, I posted my thoughts on page 11.

I don't think it's a good idea to play cop and walk around asking people questions. They could be really nice and trusting. But other possibilities include:

1. They think we're bad/lying about our intentions. Farmers do form militias.
2. They don't trust us and provide bad info. After all, we don't really care about them and are just trying to make a buck.
3. They're part of the problem. Worst case scenario, we've just alerted every bad guy in town to come after us.

In the end, it looks like we're playing cop. So I'll roll with it.

I'll head over and investigate 21 (assuming that's the Temple) with the group Darque suggests. I'm still taking note of abandonings and crops that are overgrown, etc.

We should set up a meeting location/time, so we can meet up and compare notes.

Posted on 2008-03-20 at 18:24:11.
Edited on 2008-03-20 at 18:24:47 by The Ancient One

Topic: Duel II AD&D Thread
Subject: Discretion


Clearly these villagers must be a sheltered lot if they have never seen a travelling circus troupe like this one before. Admit it, you guys are pretty weird looking...

I think the key is to find the last farmer to disappear and investigate his property. His trail will be the most fresh. Perhaps see if there's a pattern behind the disappearances.

I think splitting up is a fine idea. I, for one, don't think it's a great idea to go harassing the villagers and raising suspicion OR bringing up our buddy Balarok. Perhaps a little tact is in order. They might be more receptive if they think we are merchants, possibly even farmers looking to buy property. In many places, "adventurer" is code for "scoundrel".

I think Deathstalker will cruise to the East end of town along the main road and look for weird signs, overgrown crops, abandoned buildings, etc., unless there are any objections. Any and all are welcome to join.


...Also, anyone else curious about building 21 in the NE corner? That seems somewhat significant.


Posted on 2008-03-20 at 05:29:18.
Edited on 2008-03-20 at 05:38:49 by The Ancient One

Topic: Duel II AD&D Thread
Subject: Order


I think it should be ordered 1. Scout 2. Ranged 3. Melee 4. Support 5. Casters/Thieves 6. Support 7. Scout.

I don't strongly disagree with anything you said there Darque, I just think that ranged warriors should be up front, rather than meat shields. Think of it this way: if you're about to enter a large room, are you gonna want to lead with Conan's broadsword or Robin Hood's arrows? A good archer can get off several shots before fighting even comes into play.

Outdoors it makes less of a difference I guess. Especially since I think it's agreed that rangers should take point. But indoors I definitely think "slings and arrows" should go first.

As for watch, I'm pretty much cool with whatever. Just make sure the spellcasters get their spells.

Deathstalker has only an axe to fight with and lacks respect for those that shoot, sling, throw, or fling their weapons.

Posted on 2008-03-18 at 22:39:36.
Edited on 2008-03-18 at 22:44:07 by The Ancient One

Topic: Duel II AD&D Thread
Subject: Marching Order & Watch


IMO,

Instead of grouping by class, I think it's good to group by skill set. We basically have 5 Warriors (Fighters, Pallies, Rangers), 4 Rogues (Thieves and Bards), 2 Priests (Clerics and Druids) and 2 Magic Users (Wizard & Illusionist.

Camp shifts should allow for 8 hours of memorization
by Mages. I think that includes Priests need about as long to pray for spells (correct me if I'm wrong), so that leaves 9 to keep a watchful eye during the night. I suggest 3 groups, each having at least one Warrior and one Thief.

For marching order, again suggest group by general class, not sub-class. I think indoors, a Thief would be most useful to take point and sniff traps. And another in the rear. Then group double-file with 2 ranged warriors, 2 melee, 2 priests, mages & thieves, 2 more priests, and 2 more warriors taking up the rear, effectively sandwiching the mages and thieves in the middle.

Single-file same general deal.

Outdoors should be the same as indoor double-file, except Rangers should take point and rear, per Darque's suggestion.

All for Darque as the party spokesman.

Posted on 2008-03-18 at 20:24:02.

Topic: An Evil in Orlane
Subject: Deathstalker II - Intro


A large, dark figure steps out of the shadows once the group disperses. He is wet but does not attempt to dry himself. Something about his demeanor makes people who notice him uneasy. Perhaps it's his unyielding grip on his battle-axe with what appears to be a crudely painted red skull on the head.

Or perhaps the slightly Humanoid features of his slanted brow and wide, protruding jaw, his mop-like hair concealing sunken shadowy eyes. Or the intense way that he seems to stare about three feet past those he makes eye-contact with (a rare, but inevitable event). As he approaches Balarok of Hookhill, he makes a futile attempt to look less threatening by resting his weathered axe high upon his shoulder. "Deathstalker the Second," he says, staring through him with sunken, yellow eyes, "I'm in."

Deathstalker the Fighter accepts the job and joins the party

Posted on 2008-03-18 at 08:15:41.

Topic: Duel II AD&D Thread
Subject: Thieves


Yep. Send a thief. In fact, send all 3. They're no good in a pinch anyway. Sneaky little bastards

Posted on 2008-03-17 at 17:52:28.

Topic: Duel II AD&D Thread
Subject: Re: In the middle of the pack


Just don't go rolling any 1's back there, ace!

Never a bad idea to send a Ranger ahead to spring- err I mean to scout out traps and ambushes. After all, we have a spare

Posted on 2008-03-17 at 00:26:52.
Edited on 2008-03-17 at 00:30:55 by The Ancient One

Topic: Duel II AD&D Thread
Subject: Re: Gaming


I have never played with figurines and have been parties of all sizes. I'm curious to know how it'll work as well though.

It's gonna be up to the PCs to determine how decisions get made. It gets interesting when the roleplaying starts and the group decides who the Alpha Dogs are. Or everybody could just get along and decisions can be made through peace and democracy...

Posted on 2008-03-16 at 01:08:44.
Edited on 2008-03-16 at 01:13:06 by The Ancient One

Topic: Duel II AD&D Thread
Subject: Deathstalker Too


Introducing Deathstalker II, pride of the Shield Lands, scourge of all things Orcish. Like I said, he'll be the muscle(head) of the group. Every party should have one.

Posted on 2008-03-15 at 02:21:25.

Topic: Duel II AD&D Thread
Subject: Timeline


Where along the Greyhawk timeline does this take place? I ask b/c it has to do with my character's background.

Posted on 2008-03-14 at 18:21:48.

 
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