So when the game starts tomorrow, Wednesday Sept. 24, you need to log into Roll20 and launch the Campaign, and also connect to me on skype. Make sure you have enough space to roll your dice and write on your paper if you are going to be playing that way. My skype name is: countingwizard Below is a list of documents you will probably want to have printed out, and a brief description of how they are used. Character Sheet , you need to print this out as a single 2-sided sheet of paper. This is used to track the progress of your character and their items/equipment. Character Creation Guide , this doesn't need to be printed out, but it contains brief instructions on how to create a character if you want to do that on your own. For the first session, new characters will use 5d4 x 10 for starting gold instead of 3d6 x 10. Retainer Record , this needs to be printed out if you plan on having retainers during the course of the game. It allows you to track all the information about a group of retainers in one easy to reference sheet. Chronicle Sheet , one person per session will be assigned to record the treasure gained and monsters defeated. Make sure you have this sheet so you can help the group. Marching Order , one person per session will be assigned to determine the marching order of the party. Usually we would make use of this sheet; I may have an alternative way of tracking this on a whiteboard in Roll20. Have one just in case I don't have time to set that up. If you are a magic-user, thief, or cleric and feel that I'm neglecting something by not making it easier to see how your class is played, let me know. I almost always play fighting-men, and the majority of my games are in real-life with people who have all original materials this game is based on. Hopefully when I put up the appendices it will help you see how your spells work. The first thing we will be doing from 5pm until 6pm is creating characters, outfitting, and getting settled into skype and roll20. Some tips for those creating characters before the game: Non-humans only start with "common tongue" as a language, unlike in later editions of D&D. If you have high intelligence, leave known languages blank aside from "common". In this game if we come across a situation in which you would like to know that language, you make your language check to learn a new language and then you are treated as if you have always known that language. Elves don't use physical spellbooks, and instead rely on mental spellbooks. Elves need 2 character sheets, since by resting they can switch back and forth between Fighting-man and Magic-User. Magic-Users may only use daggers and staves, and may not wear any kind of armor. Magic-Users who possess an intelligence bonus, gain a spell use which may be stored in their starting magic staff (which is free). The staff allows you to store as many level 1 spells as your bonus is. Spells must be cast into the staff to be used first (new characters will just start with them in there). Clerics may not use edged weapons, and must be lawful or chaotic if they wish to use the Turning table. Neutral clerics may not progress beyond level 3. Thieves may not wear anything heavier than leather armor, and are restricted to small and normal-sized weapons. Thieves may only backstab with daggers. Thieves are restricted to Neutral or Chaotic alignment only. Dwarves may only be fighting-men. Elves may only be fighting-men or magic-users. Halflings may only be fighting-men or thieves. Fighting-men do double damage on a natural roll of 20 on a "to hit" roll. All characters will make use of a special d6 fumble chart on a natural roll of 1. If you start with spells as a Cleric, choose what spell you want to have on your cleric scroll.