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Topic: Shadowrun
Subject: Shadowrun

Anyone out there familiar with Shadowrun? What version is the latest and is that the version most people are playing? Or does it have a 2e/3e/4e thing like D&D does?

Posted on 2011-12-23 at 19:43:15.

Topic: Merry Christmas!!
Subject: MCHNY

Merry Christmas and a Happy New year to all.

Posted on 2011-12-23 at 16:21:35.

Topic: Audalis Dreaming QnA
Subject: doubles

There is a story behind the Two Gallirians/Tanns

See the image that Tann uses is in fact Gallirian. If you look in the artwork on the website:
Alacrity's Crew

You will see the the three adventurers that I DMed for most of my pre 30's life (Gallirian (Rod), Vanadia (My wife) and Rune (Joe of the I'm too busy to join the inn). The Gallirian that joined the game is in fact the player who played him in those games.

So as to the avatar issue... I don't put much stock into the ownership of avatars and I hope that Tann and Gallirian can sort this out. I would be willing to make a avatar for Tann from the Thanksgiving Mythbreaker. I would also be willing to find something special for Gallirian.

Posted on 2011-12-22 at 12:55:35.

Topic: Happy Holidays Floyd
Subject: Happy Holidays Floyd

Ladies and gentlemen, Floyd Hobart is now up. Hope you enjoy. Today is a holiday greeting and a note that we will be off until the new year. But we will be back again so better be good for goodness sake!

Floyd and Santa

Please be sure to let Jing and I know what you think! Happy holidays to all.

Posted on 2011-12-21 at 11:27:18.

Topic: Destiny Flight - QnA
Subject: well now, this is the picture

14000 Tongs

Where there are Chinese, there are tongs — sometimes several. Those tongs that comprise the current Chinese gangs are splintered remnants of the old Earth-That-Was Tong 14K Triad, which became decentralized when the arks began sailing the black. The mass Exodus posed logistical and organizational nightmares for the 14K Triads.

They couldn’t disperse the higher-ups without risking losing communication as each person’s ship sailed for the different corners of no and where. On the other hand, if the heads of a 14K Triad stayed together on one ship, they would lose control over the members who were in other ships. Or the ship carrying the powerful leaders might end up on the drift, never to be heard from again. They decided to divide up the leadership among various ships, keeping the organization in tact. Once they finally settled on solid ground, the 14K Triads were back in business. Many of them infiltrated independent tongs, drawing them into criminal activity.
The criminal tongs continue to proliferate among Chinese communities, particularly on the farther reaches of the ‘Verse, engaging in the usual lawless enterprises: smuggling, racketeering, gambling and opium trafficking—when they’re not feuding with other tongs. Grudges often last forever, to the point that everyone has forgotten why they’re fighting in the first place. On worlds where tongs exert sufficient control, such as New Kasmir and Lazarus, the battles take to the heavens, with ships exchanging gunfire in nearspace.
The authorities are well paid to sit back and watch.

Tongs tend to be tight-knit. Loyalty is the best currency for upward mobility. If you’re willing to take a bullet or two for the da gher (“big brother”), you just might find yourself at his right hand (assuming you survived). Betrayals and coups do happen, but not nearly as much as Alliance’s antigang propaganda would like you to think. What usually happens when a leader retires is that he selects his most trusted second as the successor.

All others have the choice of pledging allegiance to the new big brother or being corpse-ified.
Tongs seldom solicit outside help; members are expected to be self-sufficient and take care of their own. They normally recruit specialists only for the highly technical jobs (such as piloting or security hacking), though they will sometime seek extra muscles to bolster their ranks in anticipation of a coming gang war. They fully expect the hired hands to show the same loyalty as a brother while in employment. Given their lavish pay scale, they have very little problem keeping a mercenary’s fealty.

All criminal tongs, as they say, “do business.” Guns, in particular. The bigger, the better. And grenades, by the dozens. Ain’t no sense bringing knives to a firefight, less so when the other tong boys are aiming to end you any which way. Every buck a gang makes, bet on fifty cents going to weapons. Shooters to sell and a good price in mind will get you a shiny in with any tong.

Nearly all tongs restrict their activities, keeping business within a city or other manageable area. This has more to do with a tong’s limited resources than ambition, as most gangs operate in low-income or undesirable places and are essentially small packs of greenhorn punks. Only large, prominent tongs can afford to expand into other cities. Every once in a while, a ser toh may remove the opposition and proclaim himself the “warlord” of a world (the Ming Brothers of Victoria out in Kawalsa come immediately to Mind). Especially out on the Rim, spacers know that even if you don’t respect the ser toh’s claim, you respect his arsenal.

The Alliance worked hard to eradicate the tongs from the Core worlds, with the result that most simply packed their bags and moved out to the Rim. However, it may be premature to pronounce the death of the 14K Triads. There is talk of a movement to restore the 14K Triad system to its former glory in the Core worlds. This tone is led by a mysterious figure known solely as Shiung Tzu, or “Master of the Mountain,” the traditional title for the 14K Triad’s grand boss.

Evidence suggests that Shiung Tzu has friends within the Parliament.

Posted on 2011-12-21 at 02:59:59.

Topic: HELP!!!!!!!
Subject: change the name

You can also just sign in on another name. MortsonneII or mortsonnethegreat or Fred.

Posted on 2011-12-21 at 02:08:40.

Topic: Weird War II Q n A
Subject: I was joking

You may use whatever code you'd like. They more theatrical, the better.

Posted on 2011-12-19 at 14:13:08.

Topic: Weird War II Q n A
Subject: sure

I would accept that you also know each other from the training but codewords are good too.

So the code is "Alacrity" to which the other answers "Fitzhugh".

Posted on 2011-12-19 at 14:05:55.

Topic: Destiny's Flight - A Serenity RPG
Subject: a casual conversation

"Well Mr. Chung, you're only a day out of Greenleaf, I'm sure they have more wine ready. We have a contract and we plan to honor it so I'm sorry but as tempting as it your offer is a contract is a contract. We're behind schedule as it is so no offense but we gotta burn."

"Very Good Captain. Very Good indeed. Had you accepted my offer then you have failed my simple test and brought dishonour to your ship. I am humbled to be in the presence of one with honour. I would return this favour by telling you that your shipment may not be what you think and you are caught in a game between demonic forces. There is a moon that you will pass in less than an hour at current speed. We have a bumblebee setup there is two ports. We use it for exchanges when we don't want alliance eyes. Meet me there and we will talk? I give you my work as a representative of the 14K Tong that you will not be harmed and no force will be used against you."

(assuming some mulling over)

"I assure you Captain that you are more valuable to us alive and well. We will let you land first if you'd prefer and we will arrive unarmed. Truly, I merely wish to talk to you and if i earn your trust, then perhaps I can show you what you need to know."

Posted on 2011-12-19 at 02:32:16.

Topic: Voyages of Rocinante - Serenity/Firefly RPG
Subject: down down down

Hornsilver Mine, Regina, Frisco, Day Nine 11:53 pm Planet Time

"The thing is, Brigitte, I can open that door. And I'm pretty sure we'd want to enter together, to see for ourselves that we can play nice over the pretties inside. Maybe even bring some fine strong men with us to carry the heavy stuff. These med-vaults, though, aren't ordinary armed doors...they don't like to stay open long in case they are holding radiation meds or live viruses or other nastiness. I'm going to tell Sam here the code, and he can re-open the door when it closes, but that means you have to be certain you trust him to let us out again. "

Willow smiled wickedly, "I'm pretty sure he wants me back safe and sound...for our long conversations at night. How about you? Think he'd want to make sure you make it back out ok?"

Brigit thought about that for a moment and said, "I don't think you'll have to worry about that, sugar. You may know medical doors but I know about hiding and finding things and I would bet there will be a switch in the other side to open the door. Probably without a code as they want to keep people out, but not trap themselves in. Why don't you go ahead and open it up and we can see? Besides, there is a madman about in this here mine with a rifle, a war's worth of ammo and a good reason to kill Sam so I think I'd rather he come with us than stay behind all on his own."

(making assumption here to move story forward.)

Willow inserted the key into the console as Sam stood by to hide her movements. Brigit made no attempt to watch her though, which only made Willow more suspicious. She carefully punched the four digit Chinese symbols code for "biohazard". There was a moment of nothing and then the console lit up and there was a mechanical sound of a hydraulic releasing. Suddenly the water poured down into a hole and the metal doors slide to side and revealed a shaft below. Lights came on in the shaft and flickered for a moment before stabilizing. It is about 15 feet in diameter and the stone is limestone and quartzite. Ladders on both sides of the newly exposed shaft lead down 20 feet to a drift below. There must be an power source down there as lights can be seen within. Sure enough, there is a door release on the other side of the hatch with no console attached.

Frisco, Day Nine 11:53 pm Planet Time

The hovermule was in the red and the engine was running hot but Wolf didn't care as he pushed the speed to the limit. But there was only so fast that the vehicle could do without the engine blowing completely. He considered the distance they had to travel and the speed and spoke outloud to Ash, "Fifteen minutes or so. This mule wasn't built for speed unfortunately."

Posted on 2011-12-18 at 17:07:53.

Topic: Weird War II
Subject: a post before the holidays

With seconds to make decisions and the possibility of enemy soldiers coming into the corridor, the team had to act fast. The captain moved quickly to the other side of the pit, walking the ledge as quickly as he can. Looking down he sees Brutal about 5 feet down and holding on to a iron rebar that is part of a crude ladder up the side of the pit. At the bottom of the pit are spikes and razor-sharp wire that would have killed the Corporal in a gruesome fashion. Brutal looks up at the Captain hoping for an all clear but is waved off to wait.

Sgt. Romo signals everyone to get down low to reduce the amount of target they are presenting and the Doc did so despite the protest of his shoulder. Corbin and Greta move deeper into the stairway and hug the walls to give themselves cover while having a clear shot.

The door slammed open and there are four german soldiers, two on their knees with rifles and two standing with machine guns in hand. Behind them are two more with pistols in hand shouting in German but you need no translation to the intent. It is a bad situation, a short corridor with both sides fully armed and it will most likely end badly for both sides.

But then something happens. There is the sound of pistols firing from further away. One of the machine gun soldiers goes down as he is hit by the small arm fire. Heads turn, voices scream orders and the chaos of what is happening in the room beyond takes hold.

Corbin is not one to let an opportunity go and when the soldier shouting order steps into his sights, he ends the man's life with a short bang and his head bursting from front to back. The team opens up with the captain firing from the side and the rest down the hall. The enemy soldiers, caught by surprise and in the crossfire really never stood a chance and all are killed rapidly and without injury to the team.


Max looks out into the corridor and see the german's forming a firing squad outside of a door in the hallway they are in. Not waiting to see who it was they were getting ready for, Max decided to take the reckless path and drew both guns and jumped into the room. He hoped that the crossfire would cause confusion and help any possible allies in the other room.

His first shots were good and one of the krauts drops with multiple gunshots wounds to chest and torso. He throws himself down as another fires at him but misses. Max rolls to the side and continues firing as the other side of the door opens up with machine guns and rifle fire.

Max's plan worked but who did he just help out?

OOC: A short break for holidays but please feel free to post. I will begin again in the new year.

Posted on 2011-12-18 at 16:44:28.

Topic: The RDI SHOP
Subject: RDI Lingerie!!!!!!

You want a slinky dress? I can buy you a slinky dress. Captain, can I have money for a slinky dress?

Posted on 2011-12-17 at 21:05:02.

Topic: worst DM/GM blunders
Subject: last session

In the last session I played with my tabletop group, the party was attacked by 6 hellspawn creatures. However during the combat, I accidentally only put 4 down on my combat sheet. So after the 8th round, one of them says well there are 3 left.

Me: No, only 1.

Player: Ummm no there would be three.

Me. No there were four, and now there is the one.

Other player: You said there was six.

Me (checking notes): oh... Hurm. Okay. You thought there were 6 but there were only four. That happens with hellspawns. They're tricky that way.

Posted on 2011-12-17 at 13:12:04.

Topic: RPG MB - Holiday Edition
Subject: wow

Thanks for the input. I think two guys with a sword and spear are in trouble.

Posted on 2011-12-16 at 19:12:19.

Topic: RPG MB - Holiday Edition
Subject: RPG MB - Holiday Edition

Happy Holidays to all from Alacrity and Bromern.

That ain't Frosty!

Posted on 2011-12-16 at 17:20:20.

Topic: Weird War II Q n A
Subject: T marks the spot

The hallway is K21 but the map has it beside instead of inside. You are on the far side of T except Brutal who is in the T.

Somewhere between editions, this part of the map was changed in relation to the stairswell you are in so there is some confusion. According to some version, it doesn't exist.

Posted on 2011-12-15 at 17:59:28.

Topic: Greeting from a new guy
Subject: Welcome old friend

Galirian and I actually go back to grade 7, which is a long long time agao in a galaxy far far way....

Glad you finally made the leap to the Inn. Lots of great people here and the online games are fun. Mine are Voyages of Rocinante, Destiny's Flight and Escape from Castle Rautenberg. I will be starting a old school low level D&D game in the new year, and you would be welcome.



Posted on 2011-12-15 at 12:55:45.
Edited on 2011-12-15 at 12:56:13 by Alacrity

Topic: The Line - Floyd #5 is Up
Subject: Red

Yes I would agree that the red was an excellent idea for that frame.

Posted on 2011-12-14 at 19:53:15.

Topic: Weird War II Q n A
Subject: map time

here is a link to a map. You are in the hallway labelled k21. Max is in k67. The germans are in k62.


Posted on 2011-12-14 at 17:25:08.

Topic: The Line - Floyd #5 is Up
Subject: The Line - Floyd #5 is Up

Ladies and gentlemen, the fourth episode of Floyd Hobart is now up. Hope you enjoy. Today we discover there are some games that Floyd won't play, so don't ask!

There Is a Line

Please be sure to let Jing and I know what you think! We love comments. Please make us feel loved......

As well, make sure you check out Breaking the Fourth which also uploads every Wed.

Posted on 2011-12-14 at 13:00:11.

Topic: Destiny Flight - QnA
Subject: hope

I hope all goes well for you Ody! Keep us posted.

Posted on 2011-12-14 at 03:56:49.

Topic: The RDI SHOP
Subject: or

Alacrity and Bromern Plushies!

Posted on 2011-12-14 at 00:27:18.

Topic: Destiny Flight - QnA
Subject: clamp

RPN is right in that you need a special docking clamp and in the episode in question, the ship was a salvage operator so they had to have a docking ring.

With bigger ships they would have docking bays like the Alliance cruisers or Niska's Spaceport.

Some small "modified" ships have a special clamp to board undetected like in The final episode of the series and in the graphic novel "those left behind".

Posted on 2011-12-12 at 18:18:21.

Topic: Destiny Flight - QnA
Subject: landing

Oh yes you would have to land to transfer cargo unless you wanted to put on suits and toss it at each other.

The heavy traffic lanes aren't like highways, they are areas of space that depending on planet rotation suddenly become congested as they are in the arc of the fastest route. You could go the entire route without seeing another ship, or you may pass a dozen in transit. Running at a high speed in a corridor is dangerous because the potential for collision is greater, and they won't have the speed to get out of the way.

Posted on 2011-12-12 at 03:35:27.

Topic: Destiny Flight - QnA
Subject: tess

My mistake with Tess, for some reason I skipped the skill and used to abilities.

Destiny is a d10 agil, with a d2 gunship, Tess d10 agil, d12 gunship, an additional d8 for Born behind a wheel and a d6 for talented (Nice stacking there, btw). So rolling you are a base 6-48. You will need a 27 to make the skill check.

Posted on 2011-12-11 at 21:54:43.

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