Possible PBBB laptop RPG game

Are the halberds salvageable? Or too big?

Do we just continue down the corridor?

As with the centaur spears, they’re sized for Size Modifier +1 users. They weigh about twice as much as a human-sized halberd would; the shaft is uncomfortably large for human hands, and you’d need a Strength stat of about 20 to wield one effectively.

They may have salvage value if you get them into town (ditto for the armour), but they’d be rather awkward to haul around with you while underground.

OTOH, you’re right at the entrance; stashing them here or dragging them upstairs now are both doable.

Up to you, but that is what Aronn’s paying you to do.

I think Jabril and Thwip are the sneakers… and the observation types… in the group aren’t they? I figure them taking point would be wise. Also since Thwip can’t exactly shoot through the back of Nic’s head should something pop out.

I’m assuming torches will negate any darkvision Thwip has as per fantasy RPG standards.

Well, he could. Although, I don’t think Nic would appreciate it.

As to the sneakery and observation, Nic’s not too bad at it (12 and 11 respectively) although I think Thwip and Jibril are better so I second them taking point.

Although, Jibril is going to need a light source which’ll negate a lot of the benefits of sneaking ahead.

Light in front of him could be blinding, yes. OTOH, that’s why people hold torches like this…

So long as he isn’t blinded by light in front of him, and so long as it isn’t absolutely dark, Thwip can see perfectly.

This is where my serious training in D&D come in: I’m thinking Jabril in front and Thwip at his back looking for traps or other irregularities. The rest of the party several steps behind them holding lights.

Then again, Nic is the tactician… :slight_smile:

30 minutes for Hawk to get back to full juice; 1FP/5min.

Full juice probably isn’t necessary, but I’d at least like 6-7 instead of 4 (10-15 minute wait).

Wise call.

BTW: Getting down to 3FP or 3HP have the same effect; you’re staggering and on the edge of collapse.

In game terms, it means that your Move and Dodge scores are halved. Hence the reason why I limited the Shield spell on Ranar to just the 2FP version, keeping Hawk at 4FP remaining.

(EDIT: actually, I forgot your skill discount on the FP cost again. So, Hawk is at 6FP, not 4; 3pts spent on your own Shield spell, 1pt on Ranar’s)

Oh. I thought that the conversing/walking in and out had just taken more than two minutes in-game, which was why it was down to 4, due to the maintain cost.

We could go with that, if I’d thought of it sooner. :wink:

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Tight-fitting? So no way to jimmy something in to lever the door open?

Snug, but not perfect. Thwip and Ranar could probably manage to get it open.

@nimelennar @Daaksyde @Mitchell @William_George @daneel

Ball’s with you guys. Who’s opening the door and how?

While you’re at it, it’d be good if I could get a descriptive post from each of you as to exactly what you’re carrying (backpacks, yes or no? Encumberance matters in a fight; your sheets are set up to calculate Move and Dodge without packs) and what’s in your hands (who’s got the lanterns/torches?).

Thwip has…

  • his gun and gun-related gear
  • sword at his hip since I mentioned it previously
  • backpack
  • coat of many pockets (With burning glass tucked away in it)

If possible at this point, I’d like to say that the contents of his pouch are actually in his coat. Because I like the idea of him slapping his pockets to find small things.

With his backpack, I’m working on the idea he just brought dungeon gear with him, so…

  • crowbar
  • rope
  • water skin
  • greek fire container (If it goes off he can ditch the backpack more quickly than his coat)

The rest would be left behind in the unguarded carriage that will doubtlessly be up on bricks and without it’s wheels by the time we get back.

I just noticed he has the equipment of “quadrant”. Is this a clinometer-type gunner’s quadrant or a geometric one like back in elementary school? Either seems bulky so they’d get left behind too.

Knowing the game mechanics of the greek fire would be good to know.

Thwip can carry up to 20lbs with no penalty; 40lbs with a -1 to Move and Dodge; 60lbs with a -2; etc.

Unfortunately for Thwip, your rifle weighs nearly ten pounds alone. With just rifle, sword, ammo, greek fire, clothes and coinpurse, you’re at 18.5lbs already.

The full pack is 38lbs, which would take you to the -2 level. To keep it at -1, you’ll need to stash/dump 17lbs of gear.

Greek Fire flasks by the book:

Default Throwing skill is DX-3 to hit a specific target, DX+0 to hit a general area.

I was waiting for Thwip or Ranar to open the door, like you said.

I don’t think I’m carrying anything in my hands except weapons. I think I have a pack with rope and lockpicks? (per character sheet?) I could stash all except the picks, I guess?

Jibril’s encumbrance breakpoints are 24/48/72lbs.

Without your pack, you’re at 10lbs; the pack would take you up to 28lbs. Half-emptying your waterskin or dumping your blanket would bring it back down to no-encumbrance 24lb level.

Your rope is in the pack, your lockpicks are in your belt pouch. I’m assuming that you’re fighting with tulwar and lantern, keeping the janbiya sheathed for now.

Feel free for Thwip to post on the narrative thread, @William_George. A bit of work with a crowbar should have it open in a jiffy.

Good-o. I can stash the blanket.