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Finding Players (Recruitment) Look for players for chatroom, play-by-post, or even real-life games here. Threads will expire after 3 months, so be sure to move important information to your OOC thread.

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Old 08-28-2012, 12:30 PM   Top  -  End  -  #1
thirdkingdom
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Join Date: Apr 2009
Default Adventures in the Grand Duchy -- Looking for 2-3 more players

I am looking to run a campaign set in the Grand Duchy of Karameikos, the default setting for the Basic D&D game. We will be using the Dark Dungeons ruleset, a BECMI retroclone of the now classic Rules Cyclopedia. The PDF of Dark Dungeons can be downloaded for free here.

If you are interested I will provide you with five sets of stats rolled using 3d6 five times; choose which statblock you want to use. As the GM I will be making all rolls, a concept I will discuss further in a little while. For examples of how that works you can check out some of the "now playing" links in my sig; the last three, to be precise, 'tho you might have to be logged into rpgnet to view them.

I am looking for between 7-10 players, if possible.
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Last edited by thirdkingdom : 08-28-2012 at 03:58 PM.
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Old 08-28-2012, 03:57 PM   Top  -  End  -  #2
thirdkingdom
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Default Re: Adventures in the Grand Duchy

To expand on things now that I am at home and no longer typing on my phone. This campaign will be set in the Grand Duchy of Karameikos, the default setting for the Basic D&D game and will begin in the frontier town of Threshold (again, the default setting). I will be presenting the PCs with a number of "hooks" to get them started. Some will be created by the GM, others will be drawn from pre-published modules (B1-B9).

Characters will begin at level 1. In Dark Dungeons, as in BECMI, you have your standard four classes (Cleric, Fighter, Thief, Wizard) and three "race as classes" (dwarf, elf, halfling). As stated in the previous post I will present interested parties with five sets of six 3d6 rolls. One set will be chosen to create your character. I am not allowing the option to lower one score to raise another as you should have five sets to choose from.

The GM, me, will be doing all of the rolling using Invisible Castle. We will be using Obsidian Portal for character sheets, game notes, etc. I am looking for between 7-10 players. Players should be able to post at least once a day. Infrequent posters run the risk of becoming "Lost in the Dark" which is simply a fancy way of me saying that I will not play a PC for you, and said character is assumed to be alive but missing from the action until his/her player returns.

I see the link above did not work, so here is the website where Dark Dungeons can be downloaded for free. You do not need to know the rules or have played before -- I am currently running a Dungeon Crawl Classic game where half the players don't even have the book -- but there is really no excuse when it is freely available.

If you have any other questions please ask. My playstyle is perhaps a little different than what is typical here. I have no intentions on putting this much effort into a game only to have it stall out, so I am fairly vigorous when it comes to keeping the action moving. The "Lost in the Dark" rule is an attempt to prevent slow or absent players from dragging the game to a standstill, as is the GM making all the rolls, as I can roll out an entire combat (sometimes) in one post.
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Old 08-28-2012, 07:20 PM   Top  -  End  -  #3
Vesth
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Default Re: Adventures in the Grand Duchy

Color me interested. The dice rolls are not fixed to a stat yet, right (I.e we can distribute the stat rolls to the stats)?
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Old 08-28-2012, 07:34 PM   Top  -  End  -  #4
thirdkingdom
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Default Re: Adventures in the Grand Duchy

Actually, no. The stats are assigned in order as rolled. Don't worry, though, as ability scores are not nearly as critical in Basic and similar iterations as they are in 3.5. You've got five sets to choose from. It is a different mindset from more modern games; rather than build a character around a concept you are more guided towards building a character based on the die rolls and how they are assigned. I find it to be rather refreshing, actually.
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Old 08-28-2012, 11:56 PM   Top  -  End  -  #5
Ildu
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Default Re: Adventures in the Grand Duchy

I'd also like to post interest. I have experience in AD&D, but this would be my first attempt at playing with 1st edition rules.
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Old 08-29-2012, 11:49 AM   Top  -  End  -  #6
thirdkingdom
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Default Re: Adventures in the Grand Duchy

Fantastic! As an example, here are the five sets of ability scores for Ildu to choose from:
1.STR 15, DEX 7, CON 9, INT 6, WIS 12, CHA 9
2.STR 8, DEX 12, CON 13, INT 11, WIS 13, CHA 15
3.STR 10, DEX 14, CON 14, INT 8, WIS 6, CHA 14
4.STR 7, DEX 12, CON 14, INT 8, WIS 11, CHA 13
5.STR 8, DEX 14, CON 7, INT 11, WIS 15, CHA 12

Set #1 would make a good fighter.
Set#2 a good cleric
Set #3 and #4 A good thief or halfling
Set #5 A good thief or cleric

Keep in mind that the mali/boni in BECMI are as follows: 3 (-3), 4-5 (-2), 6-8 (-1), 9-12 (0) 13-15 (+1), 16-17 (+2), 18 (+3). In addition, characters are awarded an XP bonus for high Primary Ability scores of 5% for 13-15 and 10% for 16-18. So, for instance, a character with a Strength of 15 would gain a 5% bonus to their XP awards. Demi-humans have two primary Attributes each.

Charisma is not nearly as much a dump stat as you would think. In OSR games (Old School Revolution), the wise player hires retainers as soon as possible to carry torches, haul loot and even fight. Charisma affects the number of retainers one can have. Keep in mind that BECMI transitions from a dungeon crawl to hex crawl to a domain style of play, so those retainers become fairly important later on.
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Old 08-29-2012, 04:04 PM   Top  -  End  -  #7
thirdkingdom
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Default Re: Adventures in the Grand Duchy

And rolls for Vesth, if interested:
1.STR 13, DEX 11, CON 12, INT 13, WIS 14, CHA 15
2.STR 10, DEX 10, CON 10, INT 9, WIS 10, CHA 13
3.STR 14, DEX 14, CON 14, INT 11, WIS 15, CHA 8
4.STR 10, DEX 10, CON 6, INT 10, WIS 8, CHA 12
5.STR 9, DEX 12, CON 13, INT 14, WIS 7, CHA 7
Not bad, not too bad. Again, for those not familiar with the rules, a high Intelligence does not grant magic-users extra spells per day, but instead increases the number of spells in their spellbooks. Likewise with Wisdom for clerics -- clerics do not actually gain spells until 2nd level.
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Last edited by thirdkingdom : 08-29-2012 at 04:06 PM.
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Old 08-29-2012, 04:16 PM   Top  -  End  -  #8
TheFallenSon
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Default Re: Adventures in the Grand Duchy

I'll throw my hat in, this brings me back.
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Old 08-29-2012, 05:04 PM   Top  -  End  -  #9
thirdkingdom
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Default Re: Adventures in the Grand Duchy

Quote:
Originally Posted by TheFallenSon View Post
I'll throw my hat in, this brings me back.
1.STR 9, DEX 13, CON 11, INT 9, WIS 10, CHA 11
2.STR 14, DEX 13, CON 8, INT 7, WIS 13, CHA 11
3.STR 14, DEX 9, CON 10, INT 13, WIS 11, CHA 9
4.STR 3, DEX 15, CON 11, INT 12, WIS 16, CHA 14
5.STR 9, DEX 13, CON 10, INT 12, WIS 11, CHA 7

There you go.
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Old 08-29-2012, 05:19 PM   Top  -  End  -  #10
Vesth
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Default Re: Adventures in the Grand Duchy

Hmm...looks like I'll have to make a cleric. Would set 1 or set 3 be a better choice?
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Old 08-29-2012, 05:34 PM   Top  -  End  -  #11
thirdkingdom
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Default Re: Adventures in the Grand Duchy

Set 1 will get you +1 hit/damage (Str), +1 skill (Int), +1 save vs. spells (Wis), +1 retainer/reaction rolls (Cha).
Set one would also make a good fighter or elf (elves can fight and cast wizard spells).
Set 3 will get you +1 hit/damage (Str), +1 AC (Dex), +1 hp (Con), +1 save vs. spells, -1 retainer/reaction rolls (Cha).
Set three would also make a good fighter, thief or dwarf.
So, it depends on what type of cleric you want. If you don't have any of the Mystara books I can let you know which gods are available. It doesn't really matter, there are no domains or anything.

As to the die roller, just because I don't game that much here on this forum and Invisible Castle is what I use for my other games. That's about it.
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Old 08-29-2012, 05:38 PM   Top  -  End  -  #12
TheFallenSon
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Default Re: Adventures in the Grand Duchy

set 4 makes my brain hurt...cleric seems very possible...or tiny weakling theif? Oh that three is so uncomfortably a three isn't it?
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Old 08-29-2012, 07:45 PM   Top  -  End  -  #13
thirdkingdom
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Default Re: Adventures in the Grand Duchy

Quote:
Originally Posted by TheFallenSon View Post
set 4 makes my brain hurt...cleric seems very possible...or tiny weakling theif? Oh that three is so uncomfortably a three isn't it?
Personally, I'd be looking at either sets 2 or 3. Looks like potential for a good fighter, thief, elf, etc. in there.

For those interested, the wiki is up here and ready for editing. Again, I'm not assuming everyone has the .pdf at this point, so we can go ahead and create characters here and transfer stuff to the wiki. This is the first time I've used this particular wiki; it seems pretty easy with little special formatting language. There is a blank character sheet and I've added sheets to the three PCs names. Any character creation going on here let's keep in spoilers, please.
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Old 08-29-2012, 09:56 PM   Top  -  End  -  #14
SCARY WIZARD
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Default Re: Adventures in the Grand Duchy

I'm posting some interest. I like the idea of the GM rolling for players.
I have a bit of Basic experience, and a fair amount of Advanced experience. But let's get a look at these rules, SCARY...
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Old 08-30-2012, 01:44 AM   Top  -  End  -  #15
Vesth
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Default Re: Adventures in the Grand Duchy

I think I'll go with Set 1 and being an elf. Btw, I can't access the wiki. Access restricted.
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Old 08-30-2012, 05:09 AM   Top  -  End  -  #16
thirdkingdom
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Default Re: Adventures in the Grand Duchy

The wiki has been switched to "Public". That should allow everyone to edit it. Scary, your stats are:
1.STR 10, DEX 8, CON 12, INT 6, WIS 9, CHA 10
2.STR 8, DEX 15, CON 9, INT 10, WIS 7, CHA 13
3.STR 7, DEX 11, CON 11, INT 14, WIS 10, CHA 8
4.STR 9, DEX 10, CON 14, INT 9, WIS 12, CHA 11
5.STR 10, DEX 11, CON 16, INT 6, WIS 12, CHA 13
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Old 08-30-2012, 06:09 AM   Top  -  End  -  #17
thirdkingdom
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Default Re: Adventures in the Grand Duchy

Quote:
Originally Posted by Vesth View Post
I think I'll go with Set 1 and being an elf. Btw, I can't access the wiki. Access restricted.
Your elf will start with maximum hp -- 6 -- 4 skills + Int modifier, 2 weapon feats (essentially, you are proficient in two weapons), a spellbook with Read Magic plus one other spell of your choice. If you haven't looked through the PDF let me know and I can provide more information for you.
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Old 08-30-2012, 06:43 AM   Top  -  End  -  #18
Vesth
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Default Re: Adventures in the Grand Duchy

I took a look at the pdf, but man, its huge. Bigger too, since I have to use my phone since my tab hangs the last time I tried to open it.

Iphone > Computer. Huh.
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Old 08-30-2012, 06:58 AM   Top  -  End  -  #19
Infernally Clay
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Default Re: Adventures in the Grand Duchy

It's always fun to learn new rules, so sign me up!
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Old 08-30-2012, 07:10 AM   Top  -  End  -  #20
thirdkingdom
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Default Re: Adventures in the Grand Duchy

Quote:
Originally Posted by Vesth View Post
I took a look at the pdf, but man, its huge. Bigger too, since I have to use my phone since my tab hangs the last time I tried to open it.

Iphone > Computer. Huh.
No worries, I'll help you through it. The spell list is much more limited than later editions, though I will be expanding it in play. You can pick two weapons to be proficient in -- BTW, the BECMI (Basic, Expert, Companion, Master, Immortal: the five box sets that comprise the basis of Dark Dungeons) has the best weapon training/mastery system out there. Each weapon has certain advantages, so a)fighters are more evenly matched at high levels and b)there is less of an advantage for two or three weapons.
Skills are pretty basic; give me an idea of what you want to do. I run games with the assumption that as adventurers, you guys are at least minimally capable in most things: starting fires, riding horses, calming giant ferrets, etc. Skills simply mean you are better in a certain area.
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Old 08-30-2012, 07:14 AM   Top  -  End  -  #21
thirdkingdom
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Default Re: Adventures in the Grand Duchy

Quote:
Originally Posted by Infernally Clay View Post
It's always fun to learn new rules, so sign me up!
Good to have you. I'll get your stats this evening when I am off my phone. The rules are pretty much a stripped down d20, so it should be a pretty minimal learning curve.

@everyone: I am looking for a three sentence background at most!
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Old 08-30-2012, 07:37 AM   Top  -  End  -  #22
Vesth
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Default Re: Adventures in the Grand Duchy

At most? :O Ok...

Spoiler


So, skillwise, I was thinking Arcane Lore, Nature Lore, Intimidation and Disguise, to fit with the background...

Weapons are a tough choice. Elves can pick anything, and I was thinking probably a ranged and a melee weapon. Though...do you need a free hand to cast spells? Or a staff?

I figure Sleep will be a good spell to start with.

If accepted, I'll transfer them to the Wiki.
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Old 08-30-2012, 08:08 AM   Top  -  End  -  #23
thirdkingdom
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Default Re: Adventures in the Grand Duchy

@Vesth. Looks good. Per the rules, you need one free hand to cast spells.

@everyone. We will be tracking encumbrance. One reason for this is simply that the vast majority of XP is earned from treasure (1 gp=1 XP), not from defeating threats.
The "Encumbrance Ape" section on the wiki is to list the character's "kit", carried treasure and movement. I'll go over this when some more people get their characters up.
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Old 08-30-2012, 10:31 AM   Top  -  End  -  #24
thirdkingdom
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Default Re: Adventures in the Grand Duchy

I realize I have left some information of the wiki's character sheet (such as languages, background, etc.). I'll try and get that cleaned up in the next couple of days.

A quick note on alignment. BECMI and Dark Dungeons use Lawful, Neutral and Chaotic. I prefer a fairly Elrician interpretation; most npcs are Neutral and it is possible for a Lawful person to be evil and a chaotic person to be good. Lawful and Chaotic represent the extremes in human behavior. As a general rule I expect most PCs to be Neutral as well. This, however, is really up to the individual player. I will warn you guys that this is not going to be a save the world campaign (at least not at first, maybe). You guys are adventurers, in the OSR sense of the word: a main objective is to kill monsters and take their stuff.
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Old 08-30-2012, 10:50 AM   Top  -  End  -  #25
SCARY WIZARD
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Default Re: Adventures in the Grand Duchy

Sets II and III look attractive in a "Thief" or "Magic-User" way, though if I were able to do that "sacrifice to gain" thing, I could tweak into a Dwarf, Fighter, or Halfling.
What's the word on sacrifice?


Quote:
Originally Posted by thirdkingdom View Post
@everyone: I am looking for a three sentence background at most!
If you don't get at least nine sentences out of me, there's something wrong!

Quote:
Originally Posted by thirdkingdom View Post
You can pick two weapons to be proficient in -- BTW, the BECMI (Basic, Expert, Companion, Master, Immortal: the five box sets that comprise the basis of Dark Dungeons) has the best weapon training/mastery system out there. Each weapon has certain advantages, so a)fighters are more evenly matched at high levels and b)there is less of an advantage for two or three weapons.
I've noticed! I really like that, adds some extra danger to combat.
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Old 08-30-2012, 11:14 AM   Top  -  End  -  #26
thirdkingdom
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Default Re: Adventures in the Grand Duchy

Because you get five sets to choose from I am not allowing swaps or "lower one to raise the other". Sorry.

On backgrounds. This is a perfectly acceptable background for one of my games: "Ivan came down from the mountains with a big sword and an attitude." Old Geezer, a poster on another board who used to play with the Gary in the Chainmail days, describes the playstyle thusly: "the story is what is left behind, not what is created in advance.", and that is something I strive for.
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Old 08-30-2012, 03:56 PM   Top  -  End  -  #27
thirdkingdom
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Default Re: Adventures in the Grand Duchy

Quote:
Originally Posted by Infernally Clay View Post
It's always fun to learn new rules, so sign me up!
Here's a set of five for you to choose from:
1.STR 9, DEX 12, CON 18, INT 9, WIS 15, CHA 8
2.STR 9, DEX 12, CON 8, INT 9, WIS 9, CHA 11
3.STR 16, DEX 16, CON 12, INT 12, WIS 12, CHA 10
4.STR 10, DEX 7, CON 14, INT 8, WIS 12, CHA 14
5.STR 3, DEX 10, CON 6, INT 7, WIS 9, CHA 13

Sets 1 and 3 look pretty good to me!
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Old 08-30-2012, 04:24 PM   Top  -  End  -  #28
thirdkingdom
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Default Re: Adventures in the Grand Duchy

So, it looks like we are at five players. I would love a couple more to bring us up to seven or eight. I am going to set this upcoming Sunday, the 2nd of September, as the opening of the OOC thread and the following Tuesday, the 4th, as the opening of the IC thread. I can alter these dates, but between putting stuff on the wiki, you guys going over a new system, answering questions, etc. I figure I would give it a couple of days.

By the way, I have added this adventure to my signature (In Search of Adventure) and added a link to the wiki. I have also added SCARYWIZARD and Infernally Clay to the wiki and copied the character sheet to their pages.

Vesth, your sheet looks great. I neglected to give you starting gold, didn't I. Here you go: Starting gold (3d6=7) x 10, so 70 gp.
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Old 08-30-2012, 05:44 PM   Top  -  End  -  #29
Infernally Clay
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Default Re: Adventures in the Grand Duchy

What would be the best class to go for with that third set, Fighter or Thief?
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Old 08-30-2012, 06:51 PM   Top  -  End  -  #30
thirdkingdom
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Default Re: Adventures in the Grand Duchy

Quote:
Originally Posted by Infernally Clay View Post
What would be the best class to go for with that third set, Fighter or Thief?
I would suggest fighter, based on current party balance and the fact that fighters are a pretty strong class, especially once you start down the path to weapon mastery.
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