Showing posts with label rope. Show all posts
Showing posts with label rope. Show all posts

Sunday, September 12, 2021

Game log 29 August 2021: There's silver in … somewhere else

 

Dramatis personae

Angelista, slayer
Poklov, Town Watchdwarf
Felcanis, cleric
Honsou, bowman watched by the Town Watchdwarf

Quid occurrit

The horde pygmies run away. The heroes loot the bodies of the horde pygmies and the hellshots and find nothing, but do find 120 coins in the fake bottom of a trunk in the back of the room. Felcanis checks the walls, and finds them true walls, not fake.

They wait in the room for a bit, then see some light to the southwest. After seeing that the light comes from some horde pygmies poking the bodies of their dead, Poklov runs at them, screaming.

Angelista throws a javelin at a horde pygmy, but misses. Poklov shield-slams into the same horde pygmy, killing it. Honsou aims. Poklov puts his axe into another horde pygmy's neck, almost cutting off its head, but somehow it stays up. He turns towards another, and gives it an axe blow to its chest. He swings for a third one, but misses. Angelista steps and readies another javelin.

In light of how much they can do to the gang of murderhobes, the horde pygmies turn and run. Honsou shoots the horde pygmy with the big wound in its neck, and not only does the arrow kill it, but it goes through and hits the horde pygmy in front of it, killing that horde pygmy. Poklov runs forward and goes for the throat of the nearest standing horde pygmy, taking off its head, and takes out another with a swing to its chest. 

They let the other horde pygmies run away; they're too tired to chase. After about an hour of resting, Lend Energy spells, and a Major Healing spell on Poklov, they're ready to go again. They make it back to the great hall where they came onto this level, and this time take the stairs down. Honsou brings the chest.

They find themselves in a room that is only about twenty feet to the other wall, which has a door on the other side, but goes about thirty feet to the left and the right. To the left, they see a frayed rope tied to an iron ring in the floor going straight up, halfway to the ceiling. Poklov tugs at the iron ring, which does nothing.

They spend a few minutes checking out the rope. Honsou goes near it, and learns that there are straight cracks in the floor, coming from the left wall and stopping about ten feet from that door. He finds that the rope dangling upwards; gravity is going the wrong way for it. Honsou shrugs, and throws the chest at the door, which does nothing. He finds the unharmed door locked with a poison needle inset in the lock, and sees its hinges a little too flush with the wall for his liking. He unsets the poison needle, then cuts the floating rope about midway through. The rope he has does nothing, but the rest of the rope still dangles upwards. Honsou tries putting the chest on the ring, but it falls, then checks the cracks of the door and thinks that opening the door triggers whatever the floor does. There's the musty smell of water beyond the door, though the door is neither wet nor warped.

At the other end of the room, Felcanis can make out two man-sized beings. She tells the others, and with that, the beings walk towards. Poklov starts chopping open the door, and Angelista goes to meet the two beings, whom he sees are a man with a pointed beard and a woman with wet hair. Both have broadswords and shields, but neither wears armor. 

Angelista tells them to halt, and the man asks her who they are. When neither the man nor Angelista says who he or she is, the woman asks, in a nasal voice, "Blah, blah, blah, where is the man with the half-shaved head?" Angelista says that she doesn't know, and the woman says, "Oh? So he's not up there? He's kind of wild-looking and had a bad date with a razor on his scalp." Since Angelista doesn't know who this is and neither group wants to say who it is, the two walk back and turn a corner.

After a few seconds, they hear dog-like roars around that corner. Then, two furry beings rush at them. They are bipedal yet canine, with big claws and thick fur. One has wet hair, and the hair on the underside of the snout of the other somehow makes a forked beard.

Honsou takes a shot, but his arrow doesn't get past the beast's fur. Both step towards Angelista and swat at her with their claws, but her shield and sword push them back. Felcanis yells, "They're werewolves! We need silver weapons and wolfsbane!" Sure enough, Poklov tries to put his axe in one, and he doesn't take heed at all.

As it dawns upon them that they cannot harm the werewolves, they run through the broken door, with Poklov holding them off until Felcanis casts Sunlight. The werewolves stop and look to the sky, letting Poklov get out; they do not run after them.

Res aliae

Nobody has the Swimming skill, which should make the unseen water even more fun.

Monday, October 23, 2017

Random rules and rulings

1. Seeing that Arduin had a table for it ("Arduin has something about everything. It's like Dianetics for men." — Psycho Dave), I was inspired to ask how to quickly mimic rope breaking for GURPS. So thus, after folks told me some things, I come up with this:

If you use a rope for more than its listed weight capacity, you must make an HT roll for the rope (assume HT 10 unless you paid more for higher HT) to see if it breaks. The rope is at -1 to HT for each 10% of listed weight capacity by which the load goes over the weight capacity, so for a normal rope, going at 170% of listed weight capacity will always break a normal rope. Remember that this weight capacity is halved for dynamic loads, which would be lifting or climbing without slowing down first (say, in combat, or lifting an animal without making an Animal Handling roll first). Also, a critical failure on a Climbing check while climbing when the rope is overburdened breaks the rope unless the climber's Climbing skill is 16 or better.

2. Weregeld. Seeing as how I like making lawbreaking penalties fines rather than prison time, I wound up reading up on the weregeld. In short, use the Cost of Living-based fines based on the Cost of Living of the victim rather than stock Status 0. So killing a Status -2 bum would be a mere $1,000 weregeld payment to his family or liege lord, but killing a Status 7 king is $600,000,000. I know this does not scale with the historical weregeld (which was about $4,000 for Status 0, with a halving for Status -1, and about $40,000 for killing the king), but it will deter murderhoboes from murderhoboing after a big haul.

EDIT (3nov2017): Since that scales up way too fast, the fines scale up with victim Status +1. Halve for Status -1; quarter for Status -2. Have fines be twofold the Class B/C felony fine for a Class A penalty, but Mīšarkênē is definitely a death penalty jurisdiction.

3. We didn't play on Sunday, as we had one player out-of-town and another in the hospital (again). So Roman, who plays Xórin the fox-man, his nephew Joseph, who may be joining us shortly, and I all played Blackmoor at the Source Comics and Games, which is kind of a Midwest Mecca for nerdery. Bob Meyer, who played Robert the Bald in the original Blackmoor game, ran the game. According to him, he inherited the game when Dave Arneson died. I never got to play with Dave even though I had met him a few times in the early Nineties, so this was the closest I could come. (My brother, however, not a huge D&D player, not only played with Dave, he got his D&D Rules Cyclopedia signed by Dave and Ross Maker and whoever else was around that night. Lucky little shit.) I'm the guy wearing the Cartman t-shirt, Roman is next to me in the black T-shirt and with one side of his face that looks like it was caught in a time glitch with the panoramic shot, and Joseph is in the Twins tuque. No, it wasn't cold in there, so I don't know what was with the tuque.

How was it? Fun. It was rules-light, with us playing ourselves as one of a man-at-arms (what I played; there were two others), the guard captain (who served as the caller), a couple of scholars (Roman, who could cast spells by smashing a vial of Blackmoor water), three scouts (Joseph), and one woodsman (er, woodswoman, who was one of Dave's "Scandihairians," or hairy Vikings drawing on Dave's Norwegian ancestry). We cleared out two levels of Castle Blackmoor, with Orcs and Trolls, and managed to burn out six rooms, including the floor of one room. We all had one special power of our choosing—mine was to be able to make friends with anyone, which I didn't tell the others, leading to a funny episode wherein the I led out the first Orc we met, with the intent of having him show me where the other Orcs were, and instead the other fighters killed him. (Plus there was the idea of having my own Orc army.) It was a good lesson in keeping things non-linear.