S1E22 - Les Catacombes de Paris

Transcript
Speaker A:

Bonjour, dear listeners. This is Bonyard and Boojums, an 1879 RPG. Actual play. Podcast. Chapter Three la Caracoms de parai.

Speaker B:

The cards, card caught on fire from Adam Traffini at the table. And the rest of you were probably just hanging around the various parts of this tavern, right?

Speaker A:

Yeah, I was doing the reading for Pierre when the car, it was the ten of the ten of pentacles upright.

Speaker B:

Okay. And Amos was outside probably betting on a fight. And I don't know if Jacoby was just floating around somewhere.

Speaker C:

I'm not sure what Jacoby would be doing. I hadn't decided at the time and I'm still not exactly sure what he'd be doing.

Speaker B:

You just having a late drink.

Speaker C:

Yeah, that works.

Speaker B:

Something not too heavy. Not going to give you problems for tonight, but just like, maybe a couple of beers. Well, for a snark yeah. You can handle a fair bit. Couple of schooners like the giant Steins will probably be fine with you. Yeah. I think we ended at the cards on fire. What does Pierre do?

Speaker D:

I think Pierre, he's curious about her, the site and everything. And so I think he was asking like, oh, this fire trick, is this part of yours? This site is very impressive.

Speaker A:

No, not part of it. This has been happening lately. Not fire, but strange things. Not part of it, I don't think. Not that I know of.

Speaker B:

And Jacob, I think maybe you're somewhere where you hear a bit of a commotion and notice over that the table that has Madame Traffini and PR at it. There's a bit of smoke coming from there and some commotion he just kind.

Speaker C:

Of looks at there. Zips it. Seems about normal. Zips it again. If they're not panicking and running, they have it under control. They'll be fine.

Speaker D:

I think Pierce is curious more than anything, just in general, but not afraid.

Speaker A:

Okay, well, that was definitely different and exciting. Just give me a moment here. And she's actually going to cast to detect so that there's like spirits around spirits or magic sort of on that card or right around that table where she's been reading.

Speaker B:

Okay. Yeah. Roll detect and up.

Speaker C:

And he pulled her. Guy is making you trouble, huh?

Speaker A:

Could be.

Speaker B:

14. Okay.

Speaker E:

Yeah.

Speaker B:

So, yeah, there is a presence around here and definitely it has recently touched those cards.

Speaker A:

Okay.

Speaker B:

And I think 14, that's an extra success. So maybe your player suspicion of poltergeist is definitely the same suspicion that Traffini has. Is something where's a better place for Coulter Geist to cause trouble than a bar.

Speaker A:

She'S going to slip into?

Speaker B:

Astral Site oh, this will be fun. Roll. Astral site. Oh, no. Oh, boy. To Roll. Step eight again.

Speaker A:

Okay.

Speaker B:

And you take nine points of damage. As Pierre actually, I think none of Traffini, you're going to just probably fall over or something. As Pierre you notice her eyes just burst into flame and she falls backward and amos. You hear a commotion from inside and people are running out of there, except for Jacob who is probably still drinking.

Speaker E:

I will run in because that sounds.

Speaker C:

Like more fun at this point. He would go to her side and go and check up on her. He's not that.

Speaker A:

She'S like on the floor looking Brother Day's eyes still on fire or are they okay now?

Speaker B:

So you, you're going to get a wound off that probably?

Speaker A:

No, I do not.

Speaker B:

Mine all at once is not a.

Speaker A:

Threshold eleven cause I'm a dwarf. You're lucky I already checked that.

Speaker B:

Yeah, I was thinking more like maybe a negative two modifier for low vision right now. For anything involving sight, you feel like your eyes have had pepper thrown in them, like just pepper spray or something like that. That's what it feels like as the magical energy basically burned into your eyes. This is not the first time you've had problems with Astral site, if I could call correct.

Speaker A:

So basically as the two boys sort of come in, madam Trifuni is on the floor on her back from this. It knocked her and her chair right over, just the way she moved the jacobie and Emma's wouldn't have seen the fire, but Pierre did. And she just has her eyes closed at this point and is just like gripping onto like her skirts with white knuckles.

Speaker C:

I have something that I would like to say, but I need to know what Jacobie is saying. I know Madam Traffini eyes shut on the floor, but is she like tear streaming from her eyes? Is it like obvious something is wrong with her eyes or is that not obvious?

Speaker B:

I think it'd be obvious because probably her reaction would be to cover her eyes with her hands.

Speaker A:

Yeah, sort of like gripping the things and like one hand going up to her eyes to cover them. One hand covering them. One hand is just like gripping her skirt with a white knuckled grip because of the pain.

Speaker C:

All right, I'm going to look at Amos and go get a bowl of water and I'm going to see if I can't help Madame Trofini up off the floor, either sitting or back into her chair so she can be at the table height.

Speaker E:

I will have run in and pulled my firearm and just checked the scene just to make sure that there's no immediate threat, at which point I will put it back. If there's no immediate threat, roll charisma.

Speaker B:

Or if you have first impression or some equivalent to that. I do not. You're not intentionally doing a first impression, but just charisma.

Speaker C:

All right. You are running into a packed bar with a gun drawn.

Speaker B:

Okay. You see about three other as you come in with a gun, you see about three other people freak out and point guns at you, but they don't look like threatening. You think you surprised them?

Speaker E:

Well, if they don't look threatening, I will actually just sheath it and ignore.

Speaker B:

Them, and then they look confused. They're all dwarves, and they just look confused and shrug and then put them away. 1 minute, barkeep.

Speaker E:

Okay, having heard Jacob, I will go over to the bartender. Might I trouble you for a bit of water, maybe in a bowl?

Speaker B:

And as you were saying that he's already pouring it out from a jug underneath the bar and hands you what would be another thing. Yeah. Also hands you a glass of milk.

Speaker A:

And possibly a cloth.

Speaker B:

And a cloth. Yeah, the bar cloth. It's gross, but fair enough.

Speaker E:

I can't remember what the name of the money is here.

Speaker C:

Frank.

Speaker B:

Yes?

Speaker C:

We're in France.

Speaker E:

Okay.

Speaker C:

We are in France.

Speaker E:

I'll throw a couple of franks on the bar and grab things and go over.

Speaker B:

Yeah. I should have looked up what the conversion rate is. I have no idea. But whatever, it's money.

Speaker E:

I'm not that concerned.

Speaker B:

No, you're a well off character, so you don't have to worry about that kind of stuff too much.

Speaker E:

Madam. These may help, I hope.

Speaker C:

Yeah.

Speaker A:

She still has her eyes closed with one hand over them.

Speaker C:

Easy now. Easy. This probably ain't going to be too good, but we're going to see if we can't get your eyes cleared out. I got a bowl of water here to help you wash out your eyes. All right?

Speaker A:

All right. She leans back and just very cautiously opens her eyes.

Speaker C:

Actually, you want to lean forward.

Speaker A:

All right.

Speaker B:

What color is Madame Traffini's eyes? Usually?

Speaker C:

Usually oh, here we go.

Speaker A:

Usually they're green.

Speaker B:

Okay. Anybody looking into the molosa are a bit more reddish now than green.

Speaker A:

Like the irises or the iris?

Speaker B:

Yeah. The parts that are the part that.

Speaker A:

Shouldn'T be red when your eyes are sore.

Speaker B:

Yeah.

Speaker C:

Okay. So it changed from green to red. Okay. Not clear eyes red, but oh, dear.

Speaker E:

That looks unfortunate, madam.

Speaker A:

What?

Speaker C:

Well, it's kind of funny. It's still kind of Christmasy colors, but your eyes aren't green anymore, ma'am.

Speaker E:

They do appear to have a bit of a red tinge, my dear.

Speaker A:

Well, that's lovely. Anybody's sight?

Speaker C:

I think Jacob is saying the bartel will go and pull out a handkerchief. I mean, we are gentlemen here. This is sort of a thing we do.

Speaker A:

Thank you. She sort of wets her eyes, but there's nothing really in them.

Speaker B:

No. They may feel like they're bloodshot, but they actually don't look bloodshot. Certainly the area around your eyes, your skin is reacting a bit, almost like it's burnt somewhat. You didn't lose your eyebrows or anything, but maybe you just singed slightly. Maybe your eyelids. Sorry, not eyelids, eye lashes. Probably been singed.

Speaker A:

Well, that was exciting. First the card goes up in flames. Then I try to see the spook around, and then I go up and.

Speaker C:

Is that what happened?

Speaker A:

Yes. Spook comes to a Poltergeist ghost. There's something that was messing with the cards made one catch on fire, and then I tried to see it and.

Speaker E:

Didn'T we best be wary then.

Speaker A:

Starts to, like, gather the cards together to put them away.

Speaker C:

I suggest you practicing it, whatever you were trying to do, but I don't want to risk your ass site.

Speaker A:

We need my eyesight and my site, which is what I was trying to use.

Speaker C:

That's what I'm saying. I was figuring practicing whatever you were trying to do might improve so this wouldn't happen again. But while you're practicing something like this or worse might happen and you might lose it altogether.

Speaker A:

And we do need that site tonight.

Speaker C:

Oh, good.

Speaker A:

Speaking of, it's probably just about time, isn't it?

Speaker C:

Yes. And he's going to pass her, like, half of the schooner he was drinking.

Speaker A:

Thank you. She actually just jugs it.

Speaker E:

I'll just check my pocket watches it. How much time do we have left, Rob?

Speaker B:

Yeah, just a few minutes. It set at 10:00 p.m. For an hour and then around midnight them because.

Speaker A:

It was almost ten. So it's almost ten to go. Light them.

Speaker B:

Oh, I thought you had lit them already.

Speaker A:

No, you said it was only 09:00.

Speaker C:

Yeah, we had an hour to kill because ten was specifically in the instructions. Letting it early wouldn't do good.

Speaker B:

Yeah, my memory is bad. I just thought you had done it already and you're waiting the hour. Okay, you can go upstairs and do that. Who's doing that? Or are you all going?

Speaker A:

Madam Trifuni is definitely going to be heading up the stairs. I think I might lie down for the hour while we leave them lit.

Speaker E:

I will keep God just in case.

Speaker A:

All right.

Speaker D:

And I will, I guess, regale the bartender with this hilarious magic trick I saw.

Speaker A:

So Madam Tripiti is going to go upstairs and just lie down to rest her eyes.

Speaker E:

And I will light the candles and sit on the chair.

Speaker A:

I suppose she actually uses the damp cloth and, like, lays it over her eyes while she lies on the bed just totally dressed, just lying on it.

Speaker C:

Good call. Jacob will stay with Pierre because don't want anything to happen to him. Thank you.

Speaker B:

And yeah, I think meto drafini. Each hour passes, you'll gain one plus one pack, I think. So it takes 2 hours to fully recover.

Speaker A:

But I have 1 hour right now.

Speaker B:

Yeah. 1 hour right now? Yeah. If nobody else is doing anything special, then the hour passes fairly uneventful. Some people return into the bar. It's not that everyone left, but a lot of them were kind of like a little freaked out and left.

Speaker A:

That's just fair, you know.

Speaker B:

And the barkeep was a little annoyed making less money now. That's fine. It's a trade off. Yeah. After the hour passes, what do you do?

Speaker E:

Follow the instructions. I believe we go down to the stable.

Speaker A:

And Matt, don't leave lip candles. So now we wait and we have to find the location, but we don't go until around midnight. The next step is yeah, the the next step is around midnight. Enter beneath the extra wide garden cellar doors behind the building at 43. Rub wasand use the alley behind to access best to do at night. So we have to figure out where that is. I believe Pierre will probably be the best bet there and how long it will take us. We have an hour to get there.

Speaker D:

Should I know how long it takes or let's see.

Speaker B:

I'm just trying to look that up. Actually. Right now I'm going to generically say it takes about a half hour to get there. Yeah, you're bringing like a wagon with stuff, right. With a certain horse kind of thing. And this is in the and I'm trying to pull up the map here. The 6th between the 6th and the 14th order Aleron d small of Paris. I'm not even sure what that means, but I'm guessing district is what it means. Yeah. Not too far from actually, Pierre knows one of the known entrances of the Catacomb to Perry is not too far from there. One of the known public entrances. So presumably whatever this is, that the instruction set as some kind of secret way into another one of the tunnels. One of the less public ones. Because the Catacomb de Paris been here, I think a few hundred years. But it's been known better for the last couple of hundred years. And up until, I don't know, a few decades ago, there was still dead being like bones were still being brought under there. So yeah, it's becoming a little bit of a tourist attraction. The main one. But the kind of hidden tunnels are still a lot of secrets. There's a lot of secret areas, times.

Speaker A:

All right then.

Speaker E:

Well, Jacob, shall we?

Speaker C:

We shall. And guns drawn. I think the boys is Sally fourth.

Speaker B:

Okay.

Speaker E:

Definitely not my gun drawn.

Speaker A:

No, go draw your guns yet. We still have to get there. Walking the streets, guns drawn might draw too much attention.

Speaker C:

No, that's right. I thought we were already there.

Speaker A:

No, we're just leading the cart.

Speaker C:

Okay.

Speaker B:

So pretty uneventful getting there. You're bringing the cart and you have like a horse, I believe it is, and structure says you can fit them in there. You just might not be able to go horse back in there because you never know.

Speaker C:

Tell me about it.

Speaker B:

Might be sections that are okay. Probably not for the snark though, which is the cowboy, which is probably just really frustrating for just a Scotch.

Speaker C:

Just a scotch.

Speaker B:

All these places that aren't the best for a cowboy. The Rub also it's pretty normal street. There is a number of buildings on either side. 43 seems to refer to a kind of townhouse kind of situation where there seems to be multiple apartments. And in the back, though, and it's very easy to get to the back because there's one of those kind of laneways that go through the building. If you've seen that kind of style where you can ride a carriage, just read through the building because there is an opening there. They get to the back to the carriage house and all that and to the alleyway back there. The alleyway is actually pretty durable. And there is a garden seller that's pretty obvious there in the middle of the backyard, as it were, which was the instructions. It is kind of dark, it's not very well lit, but I would say Jacobie has an easy time seeing that. Well, actually you all do because you all have low light vision of some kind. Yes, we do, because we're all bujems and all boojans who get some kind of low light or heat sight.

Speaker C:

Yeah, I got low light. The dwarves get heat sight.

Speaker B:

Yeah. And trolls get heat sight too.

Speaker C:

Oh, wow.

Speaker B:

All of those things get everyone to roll awareness section.

Speaker A:

If you don't have where it has not been a full two, so it'd be negative one yet, so it'll be a nine.

Speaker D:

Where is an awareness again?

Speaker B:

On the sheet? Sorry. It would be a skill if you have it. If you don't, then you'll be rolling your perception step. I don't think I have it then. Okay. Six. Okay, so Jackavy has the greatest awareness here. So Jacob. What's Jacob looking for? First?

Speaker C:

Let's see if he's coming in with a delivery. He's probably thinking about similar situations he dealt with on like cattle drives and stuff, rustlers bandits and everybody attacking. So he's looking for hiding out points, people ambush points where people can hide and get the high ground on them or hide in nooks and fires from safely, that sort of thing. He's also probably looking at the trail ahead of them for perhaps any wraps. I don't know about maybe pit traps or trip traps or anything like that. He's just looking for disturbances. We'll say okay to any kind of well worn path that would make him go.

Speaker B:

So there's a couple of sheds around that someone could hide at and you can more or less discern. There's probably no one there currently no motion. Maybe you get someone with heat sight to kind of look in that direction, make sure there's no signing up heat signatures kind of thing.

Speaker C:

I think Amos would be his go to as a fellow gun user and hunter and person who watches for such.

Speaker B:

Things as you do that aim. Also, you don't see anyone in these hiding spots but Jacob. You do notice that the garden center, while it looks too small to fit a horse and wagon and all that down through there, you're also noticing the way the ground is positioned. You think there's kind of dummy doors there. Like the doors you see are probably part of a much larger door that is hanging there.

Speaker C:

Makes sense.

Speaker B:

And if you find the right spot, you might be opening a really, really large cellar door that you could maybe then presumably be able to march something as big as a horse down and.

Speaker C:

He'S going to relay this information to the others.

Speaker E:

We still have some time then, Rob, before we're supposed to go down before midnight.

Speaker B:

Yeah, there's 15 minutes. We'll see.

Speaker C:

So I think me, I think I'm sorry, I'm just thinking Jacobi and Amos should probably be searching for the larger door hinges. And again, it's Amos because Jacob doesn't know how Pierre can do in a fight. So he is at the moment an unknown factor. I'm not going to see liability. And two, he knows Madam Trofini is still dealing with her eye pain, so he doesn't want to put any undue stress on her because she has her own part to play and he wants to make sure she is arrested and ready for that.

Speaker D:

Yeah, I could even be pierre could just be like staying with Madame Traffini, making sure that also that.

Speaker C:

We shouldn't split the party as much as possible.

Speaker E:

Can I do a tracking? See what things look like?

Speaker C:

Sure, that sounds like a plan. May I join in on that?

Speaker B:

Yeah, if you have tracking as well. I do. So you could treat that ten as a help out and give yourself plus one for Jacobi.

Speaker C:

Cool.

Speaker B:

I'm adopting those optional earth don help out rules.

Speaker E:

Does that mean I roll step eleven?

Speaker B:

No, I just mean Jacob gets an extra step because you roll.

Speaker C:

I would own that because 15 is pretty dang good.

Speaker B:

15 is pretty good. Make it a 16. Yeah, that's really good. What are you actually looking for when it comes to tracking for both of you?

Speaker C:

Do you want to go first? I feel like I've been talking too much lately.

Speaker E:

Yeah, I'm just looking to see if there's been any traffic heading towards the doors because I'd imagine this is their normal route. So maybe tracks from my wagon or anything like that and to see how long ago they were, if I can.

Speaker B:

Do you think there are? They were fairly long ago because they're fairly walked. It's not very frequent, not very often. You can tell this is probably like you're not sure if this is like a magical thing or just a hey, no one actually works on the garden here. So this innocuous garden shed thing, nobody really ever bothers with it and so it's just hiding. This entrance could be one or the other.

Speaker C:

How wide as compared to the visible doors, are these tracks, the wagon tracks?

Speaker B:

Oh, much wider. Kind of like horse and carriage kind of wide.

Speaker C:

Okay. So taking that into effect, I'm going to measure out how far they are compared to the door and see kind of imagine in my mind where the hinge would have to be to get a door open that wide and then start searching along the wall around that perceived area away from the fake door for the actual door hinge. If any of that made sense.

Speaker B:

Sort of. I mean, I'll describe it correctly, I was thinking more of a cellar door than a door on the ground.

Speaker C:

Okay.

Speaker B:

Kind of thing. Not a door in a wall.

Speaker E:

Like a root cellar.

Speaker B:

Yeah.

Speaker C:

Okay, so angled kind of door?

Speaker B:

Well, no, completely on the ground door.

Speaker C:

Oh, completely on the ground door. Okay, so not a storm cellar or route. Okay.

Speaker B:

Yeah. I have a trap door kind of thing.

Speaker C:

Okay. Okay. Then he's just going to go see, you know, further away from what's visible, where the real hinges might be to accommodate the tracks that Amos found, is basically what I was trying to say.

Speaker B:

To Roll awareness, then.

Speaker C:

Okay.

Speaker B:

Wow. 20. You're right. Yeah. I would say you, like, find it. It's exactly where you expected it. It's kind of like this hidden little hook kind of latch that is just to the left of the kind of less interesting seller, like smaller cellar doors. And if you pull at first market, it's so easy, actually, you can kind of stand from one side and pull it up and then stand the other side. Pull the other side up and you can get both hooks up, no problem. And while steep ish like for a horse, it's not something a horse can't do. It's probably about the maximum angle that a horse will handle, though.

Speaker C:

Okay.

Speaker B:

And then it flattens out pretty quickly.

Speaker C:

All right. How long is this steep incline or decline?

Speaker B:

In this case, not for very long.

Speaker C:

Okay.

Speaker B:

Just enough to get you kind of underground.

Speaker C:

Might I do animal handling so as to lead the horse down the incline without it spooking?

Speaker B:

Yeah, you can do that.

Speaker E:

I'll do a help out on that one.

Speaker C:

Okay, so you go first.

Speaker B:

Lamos is first. Difficulty number regus, seven. This 117. Two extra successes. So Jack could be an ad plus three.

Speaker D:

Okay.

Speaker C:

Animal handling, 8910. Eleven.

Speaker B:

Yeah. 15. Yeah. You have no problem getting that horse down there. It's almost this horse has been down here before, but it hasn't still, if.

Speaker C:

Animal handling didn't talk, it was going to be animal talking because, remember, I do have that magic.

Speaker B:

Yes, that would be strange, but yes, you do.

Speaker C:

Okay.

Speaker E:

So after he leads the horse and everybody in there, I will close the doors by myself at the same time using my magic hand. Because that's funny.

Speaker B:

Forgot about that.

Speaker C:

And hey, I actually came up with a good explanation for my animal talk. Magic.

Speaker B:

Sounds good. Look at Pierre to roll. Where that sort of perception? If you don't have Amos, why you.

Speaker C:

Were doing so good.

Speaker B:

So, eleven, you noticed that Amos just, like, gestured at the door as you all go in and it just closed on its own. Yeah.

Speaker E:

So basically I grabbed the one door and the other door kind of closes on its own with no discernible reason. Why?

Speaker D:

Do you have some sort of police system in your hand there? How did you manage to get that door closed?

Speaker E:

Magic. My goodness, sir.

Speaker D:

Magic. Magic. All this talk of magic. Very interesting group you are.

Speaker A:

He's showing off. I approve.

Speaker E:

Never hurts practice.

Speaker D:

You burst your eyes into flames. Now he makes a door move on its own. I don't know what Jacob is capable of, but I am anxiously awaiting.

Speaker C:

I can talk to animals.

Speaker D:

Present company excluded, of course.

Speaker C:

No, I could talk to the horse, I just didn't.

Speaker D:

We are the boojooms. It was another French joke.

Speaker B:

Don't worry about it.

Speaker C:

I'm going to say that ain't kind of a funny joke, but never really understood the French sense of humor, but whatever.

Speaker D:

Maybe an old troll joke. I don't know.

Speaker E:

Yeah, I probably lost in translation.

Speaker B:

Yes.

Speaker D:

Yes, you are. Not so good. You English at reading the French, I notice.

Speaker C:

I'm an american. Thank you much.

Speaker D:

Oh, I might part. Done. How do you do? Or what do you have to do?

Speaker C:

Say how to do as he tugs on his cowboy hat.

Speaker B:

Okay, that was funny. Old troll joke is itself, I think. No way. There's been trolls for longer two years.

Speaker C:

With the weirdness they deal with. They just roll with it, I'm sure.

Speaker B:

That's so funny. Yeah. So who's leading the group? There are some obvious spots for lighting torches and things like that in the hallway if you wish to. Or you can break a lantern or something. I'm not sure what you're managing to doing.

Speaker E:

Do you have a lantern?

Speaker A:

We should probably use a lantern. We don't want to leave a trail.

Speaker E:

Fair enough.

Speaker C:

Well, I do have basic camping gear, which would probably be a lantern or at least a torch.

Speaker A:

So hopefully a couple of lanterns then.

Speaker B:

Yeah, I think that that gear would include both torch and lantern.

Speaker C:

I mean, it makes sense.

Speaker B:

All right, so who's taking the lead on this?

Speaker A:

I will walk second so that if I'm needed, I'm there, I guess.

Speaker B:

Jake will be leading the horse and Pierre looking around.

Speaker D:

Yeah, I think I'm like kind of slowly. I'm walking slowly, kind of observing just anything. Anyway, so I'm naturally going to the.

Speaker C:

Back, one hand on the reins and one hand on his pistol. If not, pistol out.

Speaker E:

Okay, I'm going to unholster my rifle.

Speaker B:

It's a little tight in here for Pierre. You are probably something like 78ft tall. You're not having to duck in too many places, but once in a while there's something you're having to duck under. Life of a troll.

Speaker A:

So instead of, like, getting her gun out or anything, madam Trifuni actually is going to get her compass out.

Speaker B:

Oh, good idea. Yeah. So what's happening here is basically you're slowly going down underground. There's a downward incline, very slight. A few switchbacks here, and then you eventually enter into kind of a cavern it's a bit more open. Stalactite, stellar mites. Not much light in here though, other than the ones the one you bring with you. And what was it Madame Traffini.

Speaker E:

Was doing?

Speaker B:

You mentioned something that Madam Trifini was doing.

Speaker A:

She's got her compass out so if they ever hit any places where they have to decide which way to go, she makes sure they're going east.

Speaker B:

Excellent. And yeah, as you look around, this area has an awful lot of bones in it. There's actually walls that are completely adorned with old bones, skulls, you name the type of bone and you can probably find several of them here. They go about to as high as pre Bougem era human could probably reach to and maybe a little higher. And even in some parts the floors are actually done with bone in some way. Like filling in an area that was not as even and they'd fill it in with bone and yeah, it's a little, I would say intimidating for probably some of you.

Speaker A:

Maybe not all of you at this point. She's going to kind of look at the compass and start to move towards the south.

Speaker B:

Okay.

Speaker A:

Just sort of taps ammo's display starts heading to the south side of the area.

Speaker B:

Okay. You notice that there is a tunnel heading towards south southeast or so. And it is also very kind of very macabre.

Speaker A:

Kind of she's looking for she's trying to find a door of bones.

Speaker B:

Yeah, well, this is definitely an archway of bones. It's very artistically done, but it's also very macabre, as it were.

Speaker A:

I'm just going to do one check before we continue through here.

Speaker C:

I think that might be a good idea.

Speaker A:

All right. Eyes.

Speaker E:

Yeah, your eyes should probably be good by now.

Speaker C:

Right in time to screw them up again.

Speaker A:

All right, you can do this. And she will attempt to see into astral space again.

Speaker B:

Okay. Seven.

Speaker A:

What's the critical failure?

Speaker B:

Not a critical failure. You need what six to do?

Speaker E:

I think that's six or seven. Yes. Either way you're good.

Speaker B:

Cool. I'm just going to look that up because I remember there's a specific number. It probably is six because a lot of things are six. Still sight difficulty. Six. Yep. Woo. It's always six.

Speaker C:

Three.

Speaker B:

Oh, and you take strain for that too. Wow. Yes, I do take a lot of strain for that. Jeez.

Speaker A:

I have been taking I take a strain each time.

Speaker B:

Are you healing yourself in any way?

Speaker A:

No, I'm good still.

Speaker B:

Okay. Wow.

Speaker A:

There's only one strain right now. No, it's mine says one strain.

Speaker B:

Okay. The book says four.

Speaker C:

Okay, then I will add some this translation. What the hey, wow.

Speaker B:

It's one of the earth on.

Speaker A:

That might be why it was written there. Okay, let me just adjust that. So that was six extra. Okay.

Speaker B:

Okay. I don't even know what healing AIDS you all have other than you could probably just take a recovery. Actually you should roll a recovery test for when you were laying down before.

Speaker A:

Okay.

Speaker B:

Yeah. Just a straight recovery test because that's actually something that would trigger it.

Speaker A:

What is the recovery test for this one?

Speaker B:

It would be your toughness step unless you got anything special.

Speaker A:

I do not.

Speaker B:

So, 710, take your ten back.

Speaker A:

Does it come off damage or strain? Damage.

Speaker B:

Both. Like they're the same.

Speaker A:

There are okay. Just because they're separated on the sheet, they are.

Speaker B:

Because one's technically stunned damage, you you can't you can't die from strain. Gotcha it's. One of those differences between 1879 and Earthen is there's a lot more stun damage in this one?

Speaker A:

I take a lot of stun damage, yeah.

Speaker B:

Okay. So good thing we cleared that up. Yeah. Anytime you want to recover, laying down for an hour is definitely a good way to do it.

Speaker A:

Okay. So I'm in astral site now.

Speaker B:

Okay. Yeah. You notice there is actually some patterns around you. So you notice two things. One is there is a line of energy going along the wall behind some of the bones. And with your regular site, you're noticing that this lines up with what looks like someone's done some work here. Someone at some point removed some bones and put them back and didn't do a perfect job with it. And behind that is a line of energy. Beyond that, there does seem to be just a lot of ambient energy. Certainly way higher in the ambient magical energy than anywhere else. Your immediate thought would probably be all these bones. Part of the reason, but yeah, I don't know.

Speaker A:

The line of energy, does it go across the entryway as well?

Speaker B:

It basically stays in the wall the whole time.

Speaker A:

She's going to go to where the bones were removed and just see if she can pull them off slightly.

Speaker B:

And the rest of you see Madame Traffini starting to pull at the wall.

Speaker C:

I really hate to ask, but.

Speaker B:

Is.

Speaker A:

That something all right. They've already been removed once or more. Basically just seeing if there's, like, something there.

Speaker B:

Roll strength. Check for medium trevini.

Speaker A:

Okay.

Speaker C:

I am a superstitious man, but not ain't a man anymore. But disturbing the dead don't usually mean a good time for those involved.

Speaker B:

Okay. Honest. Evan you're able to find a spot where you can easily kind of remove it without damaging anything too much. If you did want to put it back in there. And behind there you see a cable.

Speaker A:

Cable. And she's just going to see if, like, she can sort of tug it slightly. Step away from the doorway. Perhaps.

Speaker B:

I'm going to get Pierre to roll some kind of appropriate skill. Probably knowledge of some kind of knowledge skill. Here you have field engineering, I think it is. Maybe roll that we'll do that as a knowledge test. Eight is good enough to identify what you as a brassman recognize as you think this looks a lot like an undersea telegraph cable. A lot like the same kind of cables that are used for the telegraph service, but usually used for undersea purposes. Really heavy duty stuff.

Speaker D:

I said wait. Do not touch. Do not touch. It may be important. It looks like a z under. And I explain all that stuff you.

Speaker A:

Said in an accent. She stops from touching it.

Speaker D:

You must to be careful with the kind of things you don't have to break Willy dilly. You can never make the perfect instrument in this way. You must investigate very carefully. This might be this thing leading to your very same octopus. Friend.

Speaker A:

Not friend.

Speaker D:

Soon acquaintance. I would have American language.

Speaker A:

I'm not American.

Speaker D:

Oh, you just said okay, it doesn't matter.

Speaker A:

No, he's American. We're British.

Speaker D:

Okay, well, the point is, just be careful with the cable.

Speaker A:

Of course, there's also quite a bit of magic around it as well.

Speaker C:

Oh, good. So it's a double whammy.

Speaker A:

Seem to be causing anything at the door. Unless you want to take a closer look.

Speaker D:

Pierre, is there anything I have with my clockwork? I could disarm a trap. I don't know what I would do.

Speaker B:

Maybe we'll do one more field engineering role just to see what, you know, you could do with this or what you could do to inspect it. So an extra success. You know, that you could probably do some kind of wiretapping kind of thing where you could maybe cut away part of the part that is used to keep it waterproof normally and then get to the actual bare wire and then use some of the probably are carrying around some wires and stuff. Using that to kind of rejigger some kind of wiretap of sorts to see if there is something being transmitted through here in telegraph.

Speaker D:

Okay, now you leave this to the professionals and I would take care of it promptly. I think you just give me a little wire and I can maybe see if somebody is talking to the octopus right now and we can intercept some sort of octo communication, as you say. And I think I'll just do whatever you said if I can, as you say.

Speaker B:

But I'll get you to roll field engineering for actual engineering this time. All right?

Speaker C:

Anything I can do to help?

Speaker B:

Unless you got field engineering.

Speaker E:

No way.

Speaker B:

Nothing.

Speaker C:

Just cryptography and engine programming.

Speaker B:

Yeah, well, we'll see about that later. Oh, God. The engine programming thing. Yeah. Twelve.

Speaker C:

It was a funny thought. I liked it, so I went with it.

Speaker B:

I need to pull up your character sheet just to see what things you have, because I want to know see what other things you have? To see if there's something that hooks into what I'm having going on in here.

Speaker D:

Which might to deal with Doctopus.

Speaker B:

Oh, you have civil engineering, too. That would have actually been probably that's fine.

Speaker D:

It's the same step.

Speaker B:

Same step. So we'll imagine that with civil engineering. Okay. Danger sense. That's what I was looking for. Roll danger sense. You'll take a point of strain, so you take a point of damage. If you do roll this, although it's a strange one because it's a GM triggered one, but yet take strain. So it's almost like the GM basically decides for you that you take strain. All right, so as you're doing this and as things apart, you're noticing you've probably worked on cables like this before. Maybe at some point you experimented with underwater cables. You get energy going places you couldn't get it going before. You're noticing something's off at some point and you feel like you should probably stop because there's like a weird telegraph wire. Shouldn't be high voltage in any way.

Speaker C:

It shouldn't be that spicy.

Speaker B:

Yeah. But you're starting to feel the hairs pull on the end of your knuckles. You're beginning to wonder maybe you shouldn't be doing that anymore.

Speaker D:

Okay, I changed my mind. I don't know what my accent is anymore. I'm doing borat now.

Speaker C:

It's supposed to be french. What you're doing, however, may not be.

Speaker D:

Yeah. Lisa, actually, we're not good to touch this cable any longer. Okay, maybe step away. It is a little bit more powerful than I'm used to. I don't know if any of you have a sort of electrical testing engineering, but I cannot quite delve into as I saw it.

Speaker A:

No worries. We'll just put this bone back in place carefully. And she's going to put the bone back.

Speaker D:

And remember, the knee bone is connected to the leg bone.

Speaker B:

Just don't forget.

Speaker C:

And the knee bone is connected to the thigh bone. So what you're telling me is that that cable there is having a lot more power put through than what should be done?

Speaker B:

Precise.

Speaker A:

The most dense magic in it and.

Speaker C:

Magic on top of it.

Speaker A:

Just one thing, and she's actually just going to tap the bone before finishing replacing it. She taps it just looking to see if it's the same plaster boat plaster fake bone that she's encountered before with this group.

Speaker B:

No, this seems real. Okay, all these seem real.

Speaker A:

She puts them back in place. Well, I guess we continue then.

Speaker B:

After you.

Speaker A:

Until next time, dear listeners. Blessings and good health. Ouvoir, Salutations and Valedictions for the Bonyards and Boughems podcast are narrated by Jules Watts of Seize the GM Podcast for Creative Commons. Music Credits please see the episode notes.

Speaker B:

Music you.

Arrête! C'est ici l'empire de la Mort...

Boneyards & Boojums is a casual Actual Play podcast of an 1879 RPG campaign.

The cast in this episode includes:

  • Madam Truffeni, the Dwarf Medium: Pam
  • Pierre, the Brassman, Kenneth (guest)
  • Jacoby Bucklebury, the Snark Cowboy: Erik
  • Amos Blackstone, the Dwarf Big Game Hunter: Noah
  • Gamemaster: Rob

Join us on Discord to discuss this show and Namegivers on the Actual Playce [new!] Discord (#namegivers channel) https://discord.gg/v6K4ArjBmN

Credits

Salutations and valedictions by Joules Watts of the Seize the GM podcast -- find out more at https://seizethegm.com/

Game

1879 is a registered trademark of FASA Corp and used without license. Any use of FASA trademarks or copyrighted material is not intended as a challenge to those trademarks or copyrights.

More about 1879: https://fasagames.com/1879-home/

Creative Commons Music

The Pumpkin Head by Frank Schröter Link: https://filmmusic.io/song/6663-the-pumpkin-head License: http://creativecommons.org/licenses/by/4.0/

Haunted House by Alexander Nakarada Free download: https://filmmusic.io/song/4738-haunted-house License (CC BY 4.0): https://filmmusic.io/standard-license

Find Them by Alexander Nakarada Free download: https://filmmusic.io/song/4878-find-them License (CC BY 4.0): https://filmmusic.io/standard-license

Unsafe Roads by Alexander Nakarada Free download: https://filmmusic.io/song/4923-unsafe-roads License (CC BY 4.0): https://filmmusic.io/standard-license

Relaxing Piano Improvisation by Alexander Nakarada Free download: https://filmmusic.io/song/5978-relaxing-piano-improvisation License (CC BY 4.0): https://filmmusic.io/standard-license

Halloween Ghost Of The Dead Ballerina by Frank Schroeter Free download: https://filmmusic.io/song/8269-halloween-ghost-of-the-dead-ballerina License (CC BY 4.0): https://filmmusic.io/standard-license

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