[sblock=OOC]We are about to begin our first battle so I thought I'd review a few basics of AD&D combat for those of you who are used to later editions. AD&D combat rounds are one minute long. Each player (or monster) receives one action per round. Generally, you will either attack or move. If a spellcaster, you might cast a spell.
A charge attack may be undertaken once every 10 rounds provided you have a straight line to your target. A charging combatant gets +2 to hit but does not gain a Dexterity adjustment to AC. If the character has no Dex adjustment the character takes a -1 penalty to AC, but if AC 10, there is no adjustment. The combatant with the longer weapon strikes first in a charge, thus combatants with spears will strike before those with swords. If the length of the weapons are equal, weapon factors are consulted, with the faster weapon going first.
Initiative is checked each round with a d6 for the party and a d6 for the monsters. Sometimes monsters of a different type will have initiative checked separately. The lowest initiative die usually acts first in a round. Those with missile weapons gain a Dex adjustment to initiative checks, sometimes allowing them to act before their opponents even if they rolled lower. In the event of ties, weapon factors are consulted, with the faster weapon going first.
Spells are adjudicated much like any other action, with the spell being discharged on the caster's initiative. If a caster and an enemy combatant with a weapon act on the same initiative, the level of the spell is checked against the weapon factor of the enemy's weapon. Thus a spell of 2nd level would be cast before a combatant with a weapon with a speed factor of 4 if the two were tied in initiative. If a caster is hit before being able to cast a spell, the spell is disrupted and lost from that character's spell list for the day.
Surprise is checked with a roll of the d6. In general, your party will be surprised on a roll of 1 or 2. Some monsters have a greater chance than 2 in 6 to surprise. Likewise you might be able to modify your chances of surprising a monster by means of some game mechanics. Each 1 of the die indicates one segment (a segment is six seconds) in which you may act before your opponent(s). Thus if the surprise roll is 1 you are surprised for 1 segment, if the surprise roll is 2 you are surprised for 2 segments, etc. In the case of mutual surprise, the difference in rolls indicates who is more surprised, and how many segments they have to act. One attack may be made each segment of surprise. Spells generally have a casting time of 1 segment for each spell level. Thus, if a monster is surprised on a roll of 2, you may cast two 1st level spells or one 2nd level spell before the monster is able to act. Surprise is negated by making a lot of noise, use of light sources in a dark area, and so forth.
Declare your actions at the beginning of combat. Once everyone has declared actions, I will begin the combat round by rolling for initiative (for both sides) and describing the results. Once combat begins, I will generally allow 48-72 hours of time for you to post your action. If you do not post your action within this time, I will decide for you, usually making the most defensive choice possible. This means you will attack enemies in front of you with whatever weapon you have, but will not charge, cast a spell, or move anywhere unless pressed to do so.
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Valeska takes point with Thamior lighting the way for her. The rest of the group follows close behind with Hanon lighting their way. The descent into the dungeon is not difficult, except for the fact that the stairs are a bit high. Clearly this place was built for those much greater in stature. Still, it is not so bad that you cannot manage. Obviously the giants had servants of more modest height and didn't want to make things impossible for them.
The air is cool and damp as you head deeper into the ground. Soon you spy a landing below you. But as soon as you reach the bottom you are set upon by small scaled creatures that yip and howl as they charge at you with crude weapons. You are being attacked by a small force of kobolds!
Party surprise: 3
Monster surprise: N/A
No surprise
The landing opens into a room about 18 meters wide and 30 meters deep. The kobolds are approximately in the center of the room. A couple of torches are lit on sconces on the walls across from the kobolds. The number of kobolds is less than a dozen, but you will have a better idea of their numbers after one round of combat. Please declare actions.