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Fri Aug 07, 2009 5:11 pm
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Engwall1300
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I am new to Coralville.  I like to run AD&D, I have been collecting books since I was in grade school.  I took most of them to Goodwill on Holiday and Coralville Avenue, but I kept the Players Manual, Dungeon Masters Guide, Monster Manual II and just the other day when I found Critical Hit I bought Monster Manual I.  Then I picked up Creatures I and II, I like to base from a supplement.

Here is the overview: Ten powerful magic shields are yours in a short mission for a powerful sorceror.  Standing in your way will be a certain few fell creatures.  And you are only Level One.  The shields are very powerful and the sorceror will see to it that you are unharmed if you should fail.  You don't actually have anything to lose!

In AD&D characters start out with very few hit points, I allow first level characters to have their class maximum.  You may roll four six sided dice (throwing out one roll) and place that score in the ability of your choice if you have already chosen your class, or you may roll each ability in order and choose the class which is best fit.  I allow the maximum number of spells according to intelligence and always allow at least one weapon at no usage penalty.  Generally I suggest that characters have a basic armor and one weapon and then allow the spending (or saving) of 100 gold.

In the past, any character who stays within the course of the adventure or stays in the service of an employer who dies comes to no harm but must spend more and more time recovering.  I reward creativity, stealth and fearlessness.  Your character is also not required to be "good" but that doesn't mean there are no consquences!

The use of the twenty sided die is very common in AD&D, and so is the use of the ten sided and eight sided die.  Your principle modifiers are strength and dexterity, these do not change as you advance.  Though it is not uncommon for the priciple ability of each class to rise by one after finishing the early levels.  Damage, also, does not increase as characters advance through levels.  THACO is an important concept and not difficult when the correct tables are used--THACO does improve as characters advance.

Characters generally attract followers and become extravagantly wealthy as they advance, building kingdoms and such.

I am thinking about running a game on Tuesday nights, tell me what you think!
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Fri Aug 07, 2009 9:05 pm
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Hey I am definitly interested and tues would work great.  I'm new to the game but would love to start something up.

Contact Info:  7123105558 or email me at crogrs@iowa.uiowa.edu.
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Fri Aug 07, 2009 11:17 pm
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Engwall1300
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One is more than none, meet me at Critical Hit on Tuesday at about Six and we will start your character!
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Mon Aug 10, 2009 2:56 pm
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Engwall1300
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This game is still on according to me, so come down to Critical Hit tuesday night at six and we can get started.  Bring a spiral note book to keep your character, you might need lots of room and it can be a little bit stressful.

FYI, sometimes I say no to ideas and I give my reasons too, so don't ruin everybody else's night.  For example: Paladins who go Berserk no longer have contact with the Divine.  That is a decision I made for my games a few months ago.  True it was not a regularly scheduled game, but there was another player there and he was stuck moderating.  Having a player as a moderator because the Dungeon Master is under seige can have some unfair consequences.

If you want  something that is not specifically in-line then get ready for both a bonus and a penalty.  For example psionics.  Some things should not be stacked because they fit together in such comprehensive ways so as to be unfair.  Everybody does want to be a long dead hero returning to glory or a king in disguise, let's all be considerate of each other.

To say it in another way, everyone is welcome.  But my plan is for ten first level characters which we will generate new.  And you can bring your old books and miniatures too!
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Thu Aug 13, 2009 3:20 pm
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Engwall1300
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It turns out that Tuesday does not work great.

I am moving this game to Wensday for anybody that is interested in playing Advanced Dungeons and Dragons.

I rolled 15 sets of ability scores and took all the monsters from the Monster Manual and Creatures and Treasures II.

Don't worry about not having any AD&D books, I have the Players Guide, Dungeon Masters Guide, Monster Manual and Monster Manual II.

Bring dice if you have any.

Six PM, thanks Critical Hit.
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Mon Aug 17, 2009 5:32 pm
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Engwall1300
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Because of the large numbers of Magic players I want to move this game to Wensdays.  Other than last week when I rolled some scores we have not yet started.  So if you want to play some D&D you are certainly welcome.

I am also willing to incorporate powers (daily, at-will, etc.).
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Wed Aug 19, 2009 8:43 pm
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Engwall1300
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First Character has been made:
Theofil,  Magic use/Thief, a Half-Elf of many surprises

Come and join next Wensday, 6 - 8 pm.
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Wed Aug 26, 2009 8:49 pm
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Theofil, Mage and Thief has been joined by a Half-Orcish Fighter who has landed young and a dangerous Ranger, possessor of a peculiar rain slicker....

There is room for more, 6-8 pm on Wensday Nights.

p.s. Theofil's survival of a Guild Test brought him 132 experience points, not 770 and 55.  Sorry I let that slip.
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Sun Aug 30, 2009 9:01 pm
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Engwall1300
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Another Wensday night game is one the way, we still have not started the adventure so if you are interested in joining this AD&D game be at Critical Hit at 6 pm.

This is going to be a first level game which will be bumped up a few notches with a gift from your employer, an un-named and powerful sorceror who desires knowlege of the stars.

A certain Baron has yet to be created and nothing yet is known about the road to Maix, a sleeply little outpost town.  I shall be hard at work at these details over the next two days.
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Wed Sep 02, 2009 9:18 pm
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Engwall1300
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Congratulations to both Ranger and Half-Orc in surviving the night's mini game!
Next:  High Adventure!
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