Possible PBBB laptop RPG game

To clarify: there is no box. There is a cabinet, which may have a hidden compartment, and has (at least) two hidden latch triggers on its base.

Ball’s with you lot.

Hawk, if you fail your spell roll the fizzle costs 1FP. Thwip, you’ve got two levers to play with; one untouched, one depressed and showing a needle.

Oh, the other one didn’t get opened before the poke?

Once he’s sure the other trap… if there is one… has been triggered by Ranar’s bolt, he’ll try to pop the levers.

Carefully

If! he can’t manage avoiding the needles and triggering the latches at the same time due to leverage, needle position, and just basic anatomy he’ll take one and get a volunteer for the other. My assumption as a player is that both will need to be pressed at the same time so on a ā€œReady. Steady. Go!ā€

Or, in Thwipspeak, ā€œRitty Stitty Goh!ā€

Are we playing with the ā€œprecise and articulateā€ rules (Magic book page 9, inset on top-right)?
There’s a big probability difference between rolling a 10 on 3d6 and rolling an 11.

Yup. Double casting time, +1 to skill.

Let me know how much energy is coming from FP vs powerstones. If you use any HP, it’s -1 skill per HP expended.

If I’m still at 4 FP, I’ll use 3 FP of my own, and one from the 1-pt powerstone. And then go crawl and hide in a corner for an hour.

All right, here we go.

@discbot roll 3d6 vs 11 to neutralize an unknown poison

@nimelennar the 3d6 dice reads: 6 vs 11 to neutralize an unknown poison (1,3,2)

Well.

That was a much better roll than I expected. Almost a crit. All right, I’ll write it up.

@Wanderfound, For future reference, does Poisons default to anything (like herb lore, or naturalist, or survival)?

I realized after this whole mess that I could have made my task much easier by just trying to identify the poison on a default.

Poisons defaults to IQ-6, Chemistry-5, Pharmacy (any)-3, or Physician-3. There are a few diagnostic spells (Body Reading, etc) that would each add +2 to a Poisons roll, too.

Huh. An 8. Probably wouldn’t have helped. Ah well. Thanks.

Ball’s with you lot again.

Jibrīl and Thwip wanna have a bash at the box while Hawk rests up?

What do I need to roll?

See narrative thread. :slight_smile:

I decided to skip the initial rolls for the sake of dramatic convenience.

Picking the locks one at a time obviously isn’t going to do it. What’s your plan?

Okay; to pick all four locks simultaneously (only the final bit needs to be simultaneous, you can pick the locks 90% of the way and hold them there while working on the next), each of Jibrīl and Thwip will need to make two lockpicking rolls, with the off-hand one at -2. If any of the rolls fail, you need to start again.

17+ is a Critical Failure. Try not to do that. :slight_smile:

Thwip will need to use his Gizmo advantage to acquire lockpicks.

I’m guessing that in the course of searching this room, we’ve explored the far side and found no exits other than the way we came in?

Yup. Dead end.

@discbot roll 3d6 vs 12 to resist curiousness

@Daaksyde the 3d6 dice reads: 5 vs 12 to resist curiousness (3,1,1)

@discbot roll 3d6 vs 12 to resist impulsiveness