Possible PBBB laptop RPG game

Ranar will try to help if/when Thwip brings out a crowbar to pry the door open.

He’s a wanderer. He travels fairly light but carries his stuff everywhere.

Hands: Shield (slung on back when not held) and hammer/pick (tucked in right side of belt when not held)
Worn: Crossbow slung over shoulder, quiver on left side of belt, small pouch hanging from belt with coins
Backpack: blanket, 10m rope, waterskin, change of clothes, small knife, awl, needle and thread, an emergency ration that might still be edible but only barely
Pocket: well-worn crystal carving

He’s lacking a light source, so not wandering too far away from someone who has one.

If he’s under the 20lbs with what I listed up there then I’ll add the coin purse and sword to the pile left behind as well just to make some backpack space for the phat lewt. Quadrant as well.

Posted based on an assumption. If I assumed wrong about Jabril informing us let me know and I’ll edit.

Lookit the character sheet:

The pack itself weighs 3lb; the crowbar is another 3lb, the rope is 1.5lb, the waterskin is 8.25lb. Your normal fighting gear (including Greek Fire, sword and coin purse) is 18.5lb.

So, all up, that’s 34.25lb (stashing everything from the rucksack except the named items), for a -1 Move/Dodge penalty that goes away if you drop the pack.

If you find some loot, you can carry up to 200lb; it’s just that you get increasingly severe mobility and fatigue penalties as the load rises. Your sword is 2lb, your purse is half a pound; sure you want to leave them?

All cool.

Ah, okay. Misread the previous post.

Taking for sure…

  • Fighting gear minus the sword. If we’re at the point where Thwip going melee is all that stands between the party and TPK, he can grab a sword off the corpses of the others before he dies pathetically…
  • Sword swapped for the crowbar. Dunno if it can be hooked from the sword strap that the scabbard is attached to but it’ll be pretty boss looking if he can. Crowbar seems more useful than his +1 Sword Of Making Orcs Laugh.
  • One copper coin. One gold coin. One silver coin. One bronze. One tin. For reasons.
  • Burning glass.

Maybe taking, but not by him…

  • Rope handed off to whoever wants to carry it. If not, left behind.
  • Ditto with the water skin…After a few deep glugs.

I’m working under the assumption he’s wearing his goggles on his head because why else would anyone have tinted goggles if they can’t look cool with them.

Everything else is left behind because I figure moving light and fast like the rest of the party (who isn’t Lord Aronn) will be more beneficial than plodding methodically. If this was his expedition there would be a lot of plodding methodically, with a lot of stopping and making sketches and measurements of everything, but it’s not.

And unless the game suddenly goes Final Fantasy, I doubt there will be a friendly merchant selling milthril weapons down there so there’s no need to bring all of the coins

Did I miss anything?

Also, before we move out of this room I think Thwip would make one last looksee for his bullet to see it’s reusable.

Trying to recover ammo will be his standard action after every combat.

Cursed-Aronn hobbling on his staff has a Move of 2, BTW.

Leaving behind; Bow/arrows, wineskin, blanket.

I think that leaves Nic in the non-penalised/unencumbered zone.

He’s carrying the torch in his left hand, and the rapier’s sheathed, leaving his right hand free.

Ranar’s encumberance breakpoints are 58/116/174/etc.

Just his armour, shield and pick puts him a bit over 58, for a -1 penalty; but even with a full pack you’re only at about 98lbs, so you’ve got about 20lb spare before your penalty goes from -1 to -2.

So the only lights are Jibril’s lantern, Nic’s torch and Aronn’s topknot.

The metal fixtures are evenly spaced down the length of the hall; one at the middle (where the guards were), one halfway to each door.

Righto, I thought one of them was directly over the door. I’ll just delete/edit what I put in the narrative thread.

For opening the next door, the only thing that I can think of is that maybe the guardians are supposed to open them for legitimate people.

I wonder what happens if we steal their hands and lay them on the door?

But yeah, I think that making sure that the door behind us doesn’t swing shut when we try the next thing is Priority #1. Especially since, from where we stand, both of those doors open inward.

Nope, no handles.

It’s simple enough to stick bits of the armour into the door jambs.

How thoroughly are you jamming them? Do you want to be able to quickly close them again if necessary? How much noise are you willing to make doing it (i.e. hammering)?

I agree that the guards are probably supposed to open it, but they weren’t opening it for us. Could also be that the door behind us has to be shut for the one in front to open. But better to take the cautious approach.

@Wanderfound what are the walls like? Are they brickwork, cut rock, plaster etc?
Any patterning or discoloration? And also any scrapes or the likeon the floor?

Basically Nic’ll have a good hard search, paticularly around the door and where the guardians stepped out from. I’ll chuck a description in the narrative thread once I know if he turnsup something interesting or bupkis.

Edit: Hang on, thought of something else to try first.

Are the elves in Banestorm Tolkien elves or Pini elves?

Not that it matters since Aronn is in no condition to be lifting anyone, just curious.

Tolkienish.

To quote the book:

[quote]Elves are slender, attractive, long-lived humanoids easily recognizable by their pointed ears. Most live in loosely organized small tribes of 20 to 100, far from humans – usually in small villages deep in the woods, especially in the Great Forest. Indeed, as humans have colonized new lands over the centuries, elves have typically retreated deeper into the woods.

However, elven settlements are scattered across most of the continent, and some dwell in human cities; many seem to quite like humans, even marrying them and having children together. They apparently built great cities of their own thousands of years ago, but their way of life changed long before the Banestorm. Most elves seem content with their current existence and either don’t know about or don’t care to discuss their distant past.

Elves, who naturally think in the long term, practice a very subtle kind of “garden agriculture,” planting and tending trees and shrubs that keep their forests hospitable – for the native tribes if not for other folk. They cultivate many useful plants such as fayflax, whose fibers can be woven into cloth and even paper; bread oak, which looks like Earth’s oak trees but for the plump, edible acorns; and several excellent sources of dyes. Hence, their defense of their forests has practical as well as aesthetic reasons.

Since elves consider age to bestow wisdom, a tribe or community will refer serious issues to a council of elders. The elders will meet, talk, listen to any other elf who wants to say something, and make a decision . . . which the elves involved will almost always treat as a mandate, though the community has no police to enforce council decisions.

Elves have little apparent political clout in modern Ytarria, and don’t appear to seek it. But there is no doubt that many elder elves are capable of playing political games with great skill, among other races as well as their own. A human ruler with elven subjects will almost always have at least one old and valued elven adviser. Most elves treat members of most other races as individuals and have few prejudices. However, they are dismayed by the dwarves’ persistent dislike; some have come to return it.[/quote]

&

[quote]Elves are slender humanoids with pointed ears. Their skin can be any color found in humans. Hair is usually gold, silver, black, or red, and eyes are usually gold, green, or blue. Most humans believe elves are literally immortal; in fact, there are few active elves over 700. Some become hermits, others seek out one adventure after another until they fall, and many simply seem to vanish. On the other hand, some elves, especially wizards, have remained active for thousands of years, and take careful precautions to protect their long lives.

Elven societies are egalitarian, with work split as equally as possible between male and female. They multiply slowly at best; children are rare, and seem to belong to the community as a whole. Some elves bond with a single mate for life; others are polygamous. They value creativity in all its forms: music, poetry, dancing, and storytelling. Individual status usually depends solely on age, although a talented bard or artist, or one who is well attuned to nature, will gain a wide reputation.

Elves get along very poorly with dwarves and worse with orcs. They are friendly with gnomes and halflings, and most elves agree that many humans are civilized. Elves are incensed by needless harm to trees or animals. It is a point of honor among elves to always behave with elegance and style. Many people think this is snooty, and they’re not always entirely wrong.[/quote]

Same height and weight as a human of equivalent strength, but since they’ve got a racial -1ST that means they tend to be a bit shorter and lighter than most humans. Aronn is about six foot tall when he isn’t stooped over, but he’s very skinny.

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