S1E23 - Laissez les Bones Temps Rouler

Transcript
Speaker A:

Bonjour. Dear listeners, this is Bonyards and Boojems at 1879 RPG actual play podcast.

Speaker B:

Thank you. And you can continue under the archway through the tunnel. And now you're actually in a tunnel that is pretty much all bone around you. It's kind of like being in the subway station or something like that, except instead of all the nice marble and stuff around you, it's all bone. There's skulls, femurs, et cetera, all around. And coming up ahead though, is going to be big old door of bone. And I think Amos will be the first one to see that. And what do you do?

Speaker C:

Sorry, could you repeat that? I cut it there for a second.

Speaker B:

Okay. So as you're coming through this tunnel, ball bone, you turn a corner and there is at first looks like, I guess a wall of bone, just a dead end. But then you notice that there's actually probably a doorway.

Speaker C:

Guess this would be the door of bone.

Speaker A:

So it would seem.

Speaker C:

What's next on the instructions then, to go through it?

Speaker D:

Well, that ain't obvious.

Speaker C:

I thought there was a part where there might be some things that you needed to do. Is this that part or is that later?

Speaker A:

I think that's the whole thing. We're in. All right. All right. Give me just a second. And she'll go try to go back into Astral site.

Speaker B:

Okay. Yeah. Roll astral site.

Speaker A:

I'll take my four.

Speaker B:

Strain nine is good though. Yeah. You are able to notice that the handle is not that you saw there is not the actual handle. There is something going on there that maybe you don't want to touch. There's actually kind of an invisible handle that can only be seen in Astral space. Who knows what would happen if you touched the other one.

Speaker A:

She'll just kind of hold up her hands. Don't touch the door. I'll open it and she walks up and just like grabs the air where the invisible door handle is and opens.

Speaker B:

It when you hear a very loud creek as the creeks open. Very, very creaky and creepy door. And I'm going to get who's going in first. Who's? I guess Amos is probably still at the lead. While Trophy is holding the door. I'll get almost a roll awareness.

Speaker D:

Your people and your weird opening doors that do not understand. Yeah, maybe we don't really understand either.

Speaker A:

Would use the door handle. Something would have something not fun would have happened.

Speaker B:

Okay. On eight ammos. You hear a creaking rolling sound on the ground up ahead in the dark.

Speaker C:

I see what it is.

Speaker B:

If you wait for a bit, you might did you say creaking? Yeah, creaking and clicking. There's a lot of clicking, clacking, creaking sounds.

Speaker C:

Perhaps it sounds like the skeletons we fought before.

Speaker B:

Not the same, much higher pitched. Okay.

Speaker D:

Perhaps a horse and wagon.

Speaker C:

Jacobi, I believe we have company.

Speaker D:

Right.

Speaker B:

And as you wait there with your lanterns out, you see a tiny ball of dirt and gravel and bones rolling towards you. Not large, it was like probably the size of like a, you know, basketball or something like that rolling towards you.

Speaker D:

A ball of bone and stone and dirt.

Speaker B:

Yep.

Speaker D:

Are they are they finger bones?

Speaker B:

Yeah.

Speaker C:

They're all small thing about any of this in the note, correct?

Speaker A:

Maybe not this exactly. It did say that we may encounter some hostile spirits because they don't have full control over the energies here. This could be hostile. It could just be something that's supposed to guide us. I don't know.

Speaker D:

Ain't there a line about how they don't receive surface visitors, whatever they is.

Speaker A:

That weird word where Proxy will be in to greet you and proceed and procure the goods at the directions exchange. I don't think that's quite yet. That was at the end.

Speaker B:

Cobrand is all talking.

Speaker C:

I want to shoot it.

Speaker B:

Ball rolls up to you. Oh, God. Okay.

Speaker D:

I said no. I think it is a friend. It is a simple thumbbell weed.

Speaker C:

I will wait then.

Speaker D:

I think Pierre thinks everyone's a friend, so you don't have to listen to.

Speaker C:

I will, however, pull my rifle up to my eye and sight on it, just in case.

Speaker B:

Yeah. It rolls up very slowly. It slows down and then it's just moving around in a way that's reminiscent of like a puppy or something. Starts kind of sniffing around and looking around each and it's just a ball of dirt and bones, though.

Speaker D:

See, it is just lonely.

Speaker A:

Madam Trishini is going to, like, hold sort of crouch down slightly and hold her hand out towards it.

Speaker B:

And you feel a cold touch to your hand, but you don't see anything come off of this.

Speaker C:

She does still have astral site up.

Speaker B:

Oh, yeah. If you have astrocyte, you do notice. Yeah. There is some kind of spirit in happening. It doesn't have a normal form for like a human spirit of any kind. More of a blob, maybe a cloud of energy at best.

Speaker A:

She'll just smile at the thing. I'm a long thing. Come on up. And she'll hold her hand out to the ball of dust, gritty, ground stuff. Come on. Then.

Speaker B:

Some of it rolls up to you and then it just rolls back and then kind of hops up near a little bit and bounces a bit and then rolls away.

Speaker A:

Well, there we go. I don't think it's anything much to worry about.

Speaker D:

What shall we name it?

Speaker A:

Spot thousands?

Speaker D:

Aeroly? Poly, perhaps?

Speaker A:

Dusty.

Speaker D:

There you go.

Speaker C:

Well, shall we continue then?

Speaker A:

I think so.

Speaker D:

Might be a good idea.

Speaker C:

And I will continue on.

Speaker B:

As you continue along. It takes about 1015 more minutes before you come to more logical turn. Out of this tunnel. There is a collapsed section of tunnel that you can't seem to reach in, but it's kind of like the collapsed section is ahead of you and to the right of you. There is a section that seems looks like it's been excavated and goes downwards.

Speaker A:

I would suggest probably down.

Speaker C:

Fair enough.

Speaker D:

Makes sense to me.

Speaker B:

And I'll get Madame Traffini to roll an awareness.

Speaker A:

Okay. Awareness Twelve.

Speaker B:

Yeah. You can tell that the the cable is actually going down as well, the way the walls have been altered.

Speaker A:

So we're sort of still following.

Speaker B:

Yeah, you are. As you're going down, get almost a rural and Awareness 13. Okay. Takes a few minutes. And as you're traveling down, you're noticing there's a fairly warm wind coming up through this chamber. And as you're kind of like, you know, maybe enjoying that slightly because this is kind of a cold, damp place. Otherwise you're hearing more clicking and clacking, but it seems to be deeper and louder at the time.

Speaker C:

This sounds more like something I resemble those skeletons. Jacobi?

Speaker D:

Yeah.

Speaker C:

Ball company.

Speaker B:

It's rattling in such a way that suggests like the acoustic suggests that it's probably in some kind of chamber or room up ahead. Maybe not part and not in this hallway specifically.

Speaker D:

You think in the heavy pistols or shall I get out my rifle?

Speaker C:

Imagine this will be close range pistols it is. I will continue on.

Speaker B:

Okay. As we continue on, there is another cavern up ahead. This one doesn't have bones or anything in anymore. It seems like all this is fairly new, newly excavated and not adorned with all the bones of previous inhabitants. Paris.

Speaker C:

I'm going to get everybody to stop and I'm just going to sneak up just to do a quick scout out.

Speaker B:

Okay. Before we start, do you have that?

Speaker C:

I do.

Speaker B:

Oh, good. Roll still these dried. Wow. 31. Perfect. So, you know, you notice in this room there are large balls of dirt, gravel and bone rolling around.

Speaker C:

How many?

Speaker B:

Two.

Speaker C:

I will slowly sneak back and we'll relay that there are two of them. There appears to be two large rolly balls of dirt and boat all spread. Then shall we just wander in and see what happens or should we just.

Speaker D:

Go to names in first?

Speaker A:

Well, we don't know if they're going to I mean, the little one wasn't hostile, so these ones may not be. As long as we'll just start heading in and see what happens, I suppose.

Speaker D:

What are your eyes are seeing with them? Big and things.

Speaker A:

It's probably been longer than my Astral site stays up, hasn't it?

Speaker B:

Yeah, like 1 minute or something like that.

Speaker C:

Rather than strain yourself, just tell us.

Speaker A:

What the last one looked at the lobby. A blobby spirit. There was a blubber spirit inside around the dusty ball.

Speaker C:

So larger spirit than before, probably.

Speaker A:

Fair enough. Most likely they will be larger bluffy spirits.

Speaker C:

Well, then we'll just see what happens.

Speaker A:

See how they react to us.

Speaker D:

So who wants to go and first basically play bait?

Speaker A:

I will start walking in. We should probably not bring the horses.

Speaker D:

I have animal handling well, we probably.

Speaker A:

Shouldn'T bring the animal in yet.

Speaker D:

I meant to try to handle the bone balls.

Speaker A:

They're not quite animals, I don't think.

Speaker D:

Also, we still do have the horse and cart. That's what she was meaning by not bringing in the animal.

Speaker C:

Yes.

Speaker D:

Because I have animal handling as well.

Speaker A:

All right, so Madam Trophy will just start to walk in cautiously because the guys can keep weapons on her, weapons close, to watch her carefully.

Speaker D:

Not that bullets would do much against.

Speaker B:

Dirt, but I'll get your old perception or awareness. Eight. Okay. That's good enough to notice that. You see the balls that I'm also referring to. Yeah. They're a lot bigger. And you notice one of them noticed you kind of stops completely and then rushes towards you a lot quicker than the last one did.

Speaker A:

She's just going to stand still while it does, trusting in the guys that if it attacks, they will also attack.

Speaker B:

We're going to give you a role initiative just to see how quick you are. Okay. You're first on this. But basically what I'm trying to determine here is how surprised are you? And you are pretty sure this thing's hostile and it's about to hit you.

Speaker A:

She will try to, like, move out of the way of it.

Speaker B:

Okay.

Speaker C:

Can we use basically our held actions to shoot it, since we're waiting for that to happen?

Speaker D:

Yeah, I was going to say if we see her move, dive out of the way like she's being attacked or dodging a dodging attack, I'll treat that.

Speaker B:

As the second turn. First turn metal traffin 15 will hit you. Do you want to try to avoid blow or anything?

Speaker A:

Let me just check what I've got.

Speaker D:

Yeah.

Speaker A:

Because my armor is not there.

Speaker B:

What is your physical defense?

Speaker A:

My physical just like plain physical or physical armor?

Speaker B:

Physical defense.

Speaker A:

Okay. Nine.

Speaker B:

Okay. Yeah. So that's one extra success on you.

Speaker D:

Yeah.

Speaker B:

If you're not avoiding blow or anything.

Speaker A:

I don't think I have anything to avoid blow.

Speaker B:

You can use raw dex, but it's probably my raw decks is probably step four. Wonderful.

Speaker A:

Wonderful.

Speaker B:

Five.

Speaker A:

So I'm not even gonna okay.

Speaker B:

Oh, my God. Wow.

Speaker A:

My physical armor is only five.

Speaker B:

Okay.

Speaker A:

I guess it is. Okay. So that would be 20. Oh, no, that's 27 points of physical gel together. My wound threshold is eleven. So that is definitely a wound.

Speaker B:

I would guess that's a wound. I'm worried if I knocked you out or killed you in this.

Speaker A:

My unconscious is 40, so I am not quite there yet.

Speaker B:

Okay.

Speaker A:

27 damage and eight strain. Currently, I'm still up jump.

Speaker B:

Wow. I forgot that you guys are a couple profession levels in, so you do have durability. Thank you. Wow. Okay, next up, we're actually going to do initiative now. So I need to that's the command for this, for Kenneth's sake. There's this. I'll do one. Six. Like that. Although it's going to show up as GM Rob instead of the monster name. But that's okay.

Speaker A:

That's okay. We know it's still you.

Speaker D:

I have tiger spring.

Speaker B:

Yeah. So you can change your initiative every round if you want. You just use that I whatever and let me know if you're going to change it so I don't roll.

Speaker D:

All right. So I can add that rank to my initiative step. Unfortunately, it's just rank one.

Speaker B:

Yeah. So you can add one to your.

Speaker D:

Initiative and my initiative 607.

Speaker B:

So up here and GMTI. So you just saw this big ball of dirt, gravel and bone fly in here. I guess you're kind of hanging in the tunnel before entering the actual chamber. And met of traffini, just probably we didn't roll for knock down, but I'm going to assume she got knocked down on that.

Speaker A:

Oh, hell yeah. She's on her ass.

Speaker B:

Yeah.

Speaker D:

Is the creature still on her?

Speaker B:

Basically, yeah. And it seems to be rolling and digging on her and she's probably dreaming in pain in one way or another. What does Pierre do?

Speaker D:

Can I use, like, distract in a combat or is that more that's what.

Speaker B:

It'S meant for, actually.

Speaker D:

Oh, okay. Yeah, because maybe they can get the dog away from her.

Speaker B:

So what I don't know is run out to the actual cavern draft to get it out to there again or something like that is the first thing comes to mind.

Speaker D:

Yeah, absolutely. So I think I'm going to say, oh, no, I'm going to try some animal handling. And then I'm actually using distract, but I tell everybody that and I'm like, oh, bad doggy, bad doggy. And I run out and do try to do so do I roll distract then, or whatever?

Speaker B:

Roll distract nine. Yeah, that'll hit its social defense. So that means it will be fixed on you as a perfect and there is the other one out there too, but it is not distracted because you're just targeting one of them right now. So yeah, that means it's focused for that. What's your rank in distract? Probably like two or three or something.

Speaker D:

Sorry, hold on, I'm looking at the step nine. I don't know what rank is.

Speaker B:

Let's see it's. Three. Okay, good and bad. All right. And it's time for these things. Pierre, what is your physical defense?

Speaker D:

Ten.

Speaker B:

Okay, so nine is going to miss. It does have two attacks though, so ten will hit you don't have a void below, I don't think, so you have this option to use raw tax to try to avoid it, but if you miss, all you get is a point of strain, I guess, but up to you taking the damage. Yeah, I guess I might as well. Okay, yeah. Your target is ten, but your step is probably Dexterity.

Speaker C:

So I roll.

Speaker D:

Dexterity.

Speaker B:

Yeah. Step seven for a ten. No. So you just take my strain and it's going to do its damage. So you took seven minus your physical armor, which is I'm going to look at your sheet and see what it is my physical armor is for. Well, you take three points of damage okay. As a lot of shrapnel, bone and rock cut into you bad doggy. That's just bowling into the troll right now. He's standing tall. No problems. Ammos is neck. Oh, wait, sorry. There's one more ball. Not forget that. He's going towards Amos. Four is going to miss. Why did all the good rolls go at Madame Traffini? Eight is probably going to miss.

Speaker C:

Two also miss. Yes.

Speaker B:

Yeah. So what's Ammo's going to do? Five in his face.

Speaker C:

I am rather grumpy at this thing, so I am going to use a double barrel blast on the one that attacked Madame Traffini.

Speaker B:

Okay. So that's in front of Pierre right now, so don't miss. Yep.

Speaker C:

Nine.

Speaker B:

Nine. All right. This is the fence yes. That will hit.

Speaker C:

Okay. And I get two extra successes to start with because it's a double barrel blast, which puts the damage step at 20 something.

Speaker B:

So you get pre staged, kind of. Yeah.

Speaker C:

Once a double barrel blast.

Speaker B:

I got two successes to start your success.

Speaker C:

Yes. For twelve.

Speaker B:

Okay. Twelve minus armor. All right. And then we have Jacoby.

Speaker D:

Okay.

Speaker B:

You're tied with Alma. So what do you do?

Speaker D:

I'm going to shoot it.

Speaker B:

Okay.

Speaker D:

And that's really all I can do.

Speaker B:

Which one shooting, the one on Amos or the one on Pierre?

Speaker D:

I think, let's see. Is Pierre looking okay?

Speaker B:

Oh, yeah. Okay.

Speaker D:

Is Amos looking okay?

Speaker B:

Yeah.

Speaker D:

Okay. What would be better? Slash quicker? Because I don't want to be distracted. Yeah. I'm thinking to myself, if I shoot the one on Pierre, that would ruin whatever you're trying to do. So I'm going to double up with Amos and take out the one, see if we can't get it down quicker.

Speaker B:

Amos was aiming at the one on Pierre. So just so you know, I was.

Speaker C:

Totally ignoring the one that's attacking me.

Speaker D:

Okay, then I'll take the one attacking Amos. Let's daisy chain this, and I'll shoot Jacob at my turn. How about we not shoot me and we shoot what's attacking me? Sorry, I meant that. Anyway, I was reading up on True Shot because I have that and I would like to use that.

Speaker B:

That's a good choice when you're shooting into combat.

Speaker D:

That, too.

Speaker B:

If you miss it, you could hit almost.

Speaker D:

Yeah. So it requires one karma point to be spent, even if it's a core skill. I make a True Shot test as their ranged attack test, and if the test result is not high enough to achieve success okay.

Speaker B:

Yeah. You keep adding karma until you succeed.

Speaker D:

Okay, so I have spent a karma, and let's see, my True shot is action step seven with an exclamation point because of the karma.

Speaker B:

Eight. All right. Eight will actually hit. Just hit.

Speaker D:

Okay, good. Because then I don't have to spend more karma let's see. Added to the test result, repeated until it's hit the target or character to spend a number of karma points equal to their true shot rank, at which point okay. Once the attack test is successful, no more karma can be spent to increase target may attempt to dodge. Okay, so I hit it.

Speaker B:

So you roll your damage. You only got the standard one success, though.

Speaker D:

Okay, so I have my custom heavy pistol, and that is a that would be the weapon damage that I roll, correct?

Speaker B:

Yes.

Speaker D:

Okay. Damage. Okay. Action step. Action die. But the weapon damage would I be I think this confused me last time, too. I have a damage step of 14.

Speaker B:

Yeah, they're pretty powerful. Oh, right. Sorry. Make sure you're not adding strength or anything. It's just a base damage thing. That's what it was. The sheet sheet doesn't take into account firearms don't come from, like, strength.

Speaker D:

Yeah.

Speaker B:

They're just their own thing. So whatever this actual damage step is, use that.

Speaker D:

Well, I aced out the damage attribute, and it didn't okay.

Speaker B:

My answer should be whatever the call. What does the column call?

Speaker D:

Well, it's the heavy pistol revolver.

Speaker B:

The weapon damage column should have a number. Yeah, use that.

Speaker D:

Okay. No, I can't use Karma.

Speaker B:

Yeah, I sort of fixed that on Piers, where I basically just got rid of the strength part seven. So not a lot of damage. This is with the one on almost all right.

Speaker D:

It is a pistol revolver, so I can do repeating firearms, but I do take a step penalty. Okay, you're going to do that on the attack test? I would like to, yes.

Speaker B:

Okay, roll your I guess you just roll firearms then. I don't think you can do true shot twice.

Speaker C:

It's yeah, but it's minus one.

Speaker B:

Minus one, but yeah. Okay, so firearms minus one.

Speaker D:

So that's a nine and two. That would be a five.

Speaker B:

Yeah. You miss, but you don't hit humbled.

Speaker D:

Thank goodness.

Speaker B:

I don't know what is physical defense, but five is like, just a wide miss. Yeah. So you widely miss on the next one. Next is Madam Trefini, I believe.

Speaker A:

So madame Trifini doesn't even try to get up at this point, but she just, like, scoots on her butt backwards into the hallway again because yes. She's not getting up at this point and just kind of like, scoops backwards on her butt because pulls out her fighter arms.

Speaker B:

Okay.

Speaker A:

She's pulling out Traffini's defender that was made for her and is going to shoot at the closest one.

Speaker B:

Okay. Are you going to oh, you can't stand up and do that, so you're going to be negative two.

Speaker A:

No, she's just, like, sitting on her she's just sitting on her ass.

Speaker B:

Yeah. So you're going to be at negative two to do that from the ground, plus the negative one from your wound, which is probably already taken to account in there. So go ahead. The sheet should take an account for the wound, but when you're on the ground, you have negative two penalty to.

Speaker A:

Actually when you are sitting down. All right.

Speaker B:

Three, you shoot widely, probably knock some gravel off the ceiling or something like that.

Speaker A:

All right.

Speaker B:

And Jack could be spending the same on initiative as last time.

Speaker D:

Yeah.

Speaker B:

Okay.

Speaker D:

And going to change that.

Speaker B:

All right. First, they're doing well with their roles, though, I guess, still. Yeah. You guys are doing very poorly with your roles, actually. It's the more accurate thing.

Speaker D:

So you know about normal.

Speaker B:

So almost I'm just going to roll to two at once. So one of them one of the attacks is going to hit almost. You want to try to avoid blowing eleven?

Speaker C:

Nah.

Speaker B:

Okay. And nine minus armor.

Speaker C:

Yep.

Speaker B:

That's that's a little bit of damage creates against you.

Speaker C:

Yes, and it scratches my armor.

Speaker B:

And for the troll, there's a ten and a 13. I believe ten is your yes, ten is Pierre. Do you want to try to avoid blow on at least ten this time?

Speaker D:

I've learned I'm not going to try.

Speaker B:

Okay. Nine minus your armor is one of them, I think. Five, four. So five points and 19 special things happen. 20 points total. Yeah, 20 total, but that one is probably a wound. Let's peek and see. What your wound threshold so you'll have to check off a wound threshold is eight. So 15. You're going to need to roll a seven or no, seven or better on a knockdown test. Yeah. You're going to need to roll your strength step for that because I don't think you have wound balance, though. Take your strength step and roll that. Oh, wow. Eleven. You stay in your feet.

Speaker C:

Nice.

Speaker D:

You hold nice.

Speaker B:

But I still get the wound, right? You get the wound, you just don't get knocked down to the ground. That's really good. Yeah.

Speaker A:

Being a slot in your ass is.

Speaker B:

Not good, especially if I'm trying to train this dog. Okay. And next, metal trefini.

Speaker A:

She is going to grumble as she shuffles up to her feet.

Speaker B:

Okay. Do you want to try and do a jump up to us so you get an action or which is I believe is the strength or dexterity?

Speaker A:

Is it a strain?

Speaker B:

Yes and no.

Speaker A:

She's just going to get up. And is she able to pull her shield out as well?

Speaker B:

Yeah.

Speaker A:

Okay. She just gets up and gets her shield.

Speaker B:

You have, like, a buckler hiding in near yeah, she has, like, a buckler.

Speaker A:

That she's currently got, like, on her back.

Speaker B:

I see. Okay. Almost. You're next. What are you going to do?

Speaker C:

Sweet. I will do the same as I did last time.

Speaker B:

Okay. As another shot goes off at 25.

Speaker D:

Wow, 1234.

Speaker B:

That's three extra successes.

Speaker D:

Good luck.

Speaker C:

Okay, so this should be damage roll. Come on. Big money.

Speaker B:

What is the what?

Speaker D:

I think that is the biggest number you've rolled in a game.

Speaker C:

No, it is not.

Speaker B:

Definitely this game.

Speaker D:

Have you rolled higher in Earth dawn?

Speaker C:

Yes.

Speaker B:

Not very often, but I mean, I.

Speaker D:

Think I remember a 72, but a 71 friggin up there.

Speaker B:

Yeah. 71. How do you kill this thing?

Speaker C:

Well, I guess I really should describe this for poor Pierre because he hasn't seen this before.

Speaker D:

No.

Speaker C:

I have a revolver that is unlike anything you've ever seen before. It looks larger than your average revolver, and it actually has eight chambers in it and an over under barrel. And what he is doing is he is actually aiming monster and it is literally firing both barrels at the same time.

Speaker B:

Wow.

Speaker C:

So it is a deafening roar and the two bullets just kind of pound into the thing and blow it into little bits.

Speaker B:

Yeah. And there's a puff of, like, dirt and dust and bone going everywhere. Not enough to cause anyone any damage, but certainly it's very dusty in here.

Speaker C:

That's how it's done.

Speaker B:

What do you do after you see this?

Speaker D:

Talk for about half a minute because holy crap. Then I'd like to let her show off under my breath and fire at the remaining one.

Speaker B:

Okay. Which is in front of almost okay.

Speaker D:

To get to true shot again, because it's a different turn.

Speaker B:

So that's more carm.

Speaker D:

Wait, no. Seven plus karma not raise it up stats. No current status. Karma two and six is going to.

Speaker B:

Miss, so you're going to have to throw another what karma step do you use? I think it's step four snarks.

Speaker D:

Yeah.

Speaker B:

So roll a step four. We'll add it. Roll another step four. There we go. All right. There you go. All right. Two more cards. Yeah. So that's eleven, which will hit no extra successes. He's trying too hard.

Speaker D:

I'm just trying you know, I roll suckily. Except for, like, the one time in a blue friggin moon, I just lay into something, like with Gareth, just although I recall that knife toss in the first game against the pumpkin. That was hilarious and awesome. All right, weapon damage eight.

Speaker B:

Seven glances on it and the last. Pierre, you have this pile of stuff in front of you. Oh, wait. Sorry, Jackie. Did you have that second?

Speaker D:

I was going to do a second attack because who knows, maybe this time.

Speaker B:

I'll actually all right, roll it there. What is it? Negative one.

Speaker D:

Yeah. Firearms at negative one. So that's step nine, not step ten.

Speaker B:

Oh, that hits.

Speaker D:

Then what was it step eight for?

Speaker B:

Weapon damage five, mostly glancing. In that case. So if you want to describe your attack, I guess with two just kind of glancing shots.

Speaker D:

No, I'm just going to let them go and be glancing shots and be a little salty about it.

Speaker B:

Pierre.

Speaker D:

All right. Is it possible for my action to.

Speaker B:

Help Madam Traffini up? Yeah, you can run over there and help her up. She got up.

Speaker D:

Oh, she got up already.

Speaker A:

Sorry I got up. She got up on her own. She's always distracted by it her last turn.

Speaker D:

Dog on me. Okay. Then I think he's going to say most you did not tell me you are so good at animal handling. He is playing dead just perfectly. And then I think I'm going to take my weapon and shoot it like allow me to teach yours. And then try to shoot my my revolver at the dog. Because the one in attacking Amos.

Speaker B:

Yes. So you roll firearms for that.

Speaker D:

I know that you said this is going to be confusing to do, so is that just the action step?

Speaker B:

Yeah, it's the action step. It's the weapons part. And that part I've already fixed on your sheet.

Speaker D:

Okay, perfect.

Speaker B:

Two is kind of miss horribly. Oh no, you're only rolling step four. It should be step eleven.

Speaker D:

Oh, I'm sorry.

Speaker B:

Four is your rank, eleven is your actual step.

Speaker D:

Okay, sorry about that. That happens.

Speaker B:

That will do very well. So you get two extra successes, which I'm going to check the staging on your weapon. It is three. So two extra successes. You add plus six to your damage step, which is six because you have a medium pistol. Twelve. Yeah.

Speaker D:

I feel like screaming.

Speaker B:

14 does very well. That's actually a wound technically.

Speaker D:

Or emotes. I gave your dog a bone right to its side.

Speaker B:

So I'm going to take the next round and make it narrative and that this thing is going to saw what happened, is going to try to roll away. Does anybody try to pursue or shoot out a parting shot?

Speaker D:

Sure, I'll take a parting shot.

Speaker B:

All right.

Speaker D:

And I'll just y'all out. Roll over.

Speaker B:

Damn. 14 will hit with an extra success.

Speaker D:

Okay, so I use true Shot, obviously by the karma there weapon damage. You said two.

Speaker B:

Yeah, two extra successes. So you take your staging right times.

Speaker D:

Two or plus two.

Speaker B:

What's the staging? Yeah.

Speaker D:

The weapon damage is eight.

Speaker B:

Yeah. And what's the staging?

Speaker C:

Actually I'll just look up staging is confusing.

Speaker D:

Yeah. Because I don't see staging on you.

Speaker B:

Don'T have it on your sheet. Okay. He's got the old one still probably the older one. I have success bonus actually. It's called success bonus on there. Yeah.

Speaker C:

He is also using the dumb dumb round. So it's plus one.

Speaker B:

Oh, so only plus one?

Speaker C:

Yeah. No it's a success bar plus five.

Speaker B:

So success is five. So two successes is plus ten.

Speaker D:

Okay.

Speaker B:

That's pretty good.

Speaker D:

Eight and plus ten. So I'm rolling 18.

Speaker B:

Yes.

Speaker D:

Okey dokie.

Speaker B:

Yeah. This is where firearms get kind of deadly. Yeah, that'll hurt. It not going to wound but it is going to hurt it if it could. Yelp, it would, but it really doesn't. Yelp, maybe you see some pieces fly off of it as you shoot into it and Abbott let you take a shot same time. Yeah. 15 hits and that's an extra success.

Speaker C:

That was an extra success.

Speaker B:

49. What in the hell? How do you kill this one, then, I guess? What is going on?

Speaker D:

All I want is is my numbers to actually, you know, be above the step I'm rolling.

Speaker C:

After Jake can be a shot. I'll aim the pistol at it and brace my feet again. Not so fast. And fire. And it'll do the same thing. I'll kind of blow in the bits.

Speaker B:

Very nice.

Speaker C:

Well, shall we continue on, then? Let's have a look at you. Madam Tiffini.

Speaker A:

By this point, she's like as they're taking their pot shots at it, as it rolls away, she's moved back and is like sitting at the back of the leg and just sitting on it, leading against the bit of wall of it, just like.

Speaker C:

I will pull out one of my packets of dust and sprinkle it liberally over her wounds.

Speaker A:

She's pretty bruised.

Speaker B:

What does that do?

Speaker C:

It's penicillin dusted. If there's any kind of infection, she gets a bonus against the infection rule.

Speaker B:

Okay, and how do I determine if there's an infection? Is there rules?

Speaker C:

There's a whole rule section for disease.

Speaker B:

So I have no I'll just roll and see if I get our explosion means there is no oh, wait, yeah. No. Nine out of ten. That was close, though. Very close.

Speaker C:

Good thing there was penicillin dust. Penicillin dust saves the day.

Speaker B:

Yeah. No infection at all.

Speaker D:

Thank you.

Speaker B:

I'm good. Everyone to roll. Awareness or perception? If you don't have awareness, 17. Jacob is the one on the ball here.

Speaker A:

Yeah, madam is just sitting at the back. She's not looking.

Speaker D:

Apparently I'm more scout than cowboy because I've been hitting the lookout rolls quite well. Combat roles, not so much.

Speaker B:

So one of your instincts as a cowboy is you're wondering, did anyone else hear that?

Speaker D:

I think he's going to as he sheaths holster's brain holsters his gun. Sheath a sword. Holster, gun.

Speaker A:

Put it away.

Speaker D:

He's going to rub his forehead and go. We just might announce our presence.

Speaker C:

Let's get moving then, shall we?

Speaker D:

Yeah, I think we should double time it.

Speaker C:

Would you like to ride in the wagon with the goods, Madam Traffini?

Speaker A:

Yes. Let me know if you need my eyes for anything. Or if you think you might.

Speaker B:

Fair enough. Trevinian role in awareness for as you're pulling things out into the cavern, six is exactly what you need. You can still follow where the cable was. You could follow it. There is at least three other tunnels you can enter from this main chamber. And there's one where this cable is headed. And it is to the right. We'll say to the east. Okay.

Speaker A:

East tunnel.

Speaker D:

Oh, east. What?

Speaker A:

That's the one we want to take.

Speaker D:

Oh, I thought you were asking east.

Speaker A:

And she holds up her compass.

Speaker D:

I see.

Speaker B:

I see.

Speaker D:

Your American accent is so sick.

Speaker A:

She just looks at him.

Speaker D:

So does JP.

Speaker A:

If looks could kill, I am not American, sir.

Speaker D:

I know you're a troll, but you're towing a thin line. I think I just in grief over having to put our good friends down. They're in a better place. And he starts leading the horse down the east tunnel.

Speaker C:

I'll look back and smile and go, yes, pieces.

Speaker D:

Too soon. Amos. Too soon. Have a little bit of respect.

Speaker A:

No, it's quite soon enough, as the latest says.

Speaker D:

I ain't arguing.

Speaker C:

I'll go in the front again.

Speaker B:

Okay. You are hearing a lot of worrying sounds and kind of clicking. Not the same kind of sounds as before. Not the click. Clock. Just more like clockwork and stuff like that up ahead.

Speaker C:

Sounds like clockwork ahead.

Speaker B:

I guess fans aren't really a thing in this era, so something that worrying kind of sound a fan would make in clockwork and stuff like that.

Speaker C:

Yeah. Sounds like you will be up soon, but let's continue on for now.

Speaker D:

Clockwork, you say?

Speaker B:

Now we are getting interesting. And there's a lot of light up ahead. It's pretty bright. Whatever. The next chamber room, whatever is. And Amos, as you enter, you are noticing a very large device maybe built into the wall here. You've seen probably small, modest analytical engines before, I'm assuming. Certainly Jacoby has. And I think when Jacoby steps in, you're going to recognize us immediately as some kind of very elaborate, very large analytical machine.

Speaker D:

What in the hell are they calculating down here for this thing to be this big?

Speaker C:

Any people around?

Speaker B:

Not currently. You do see that the cable comes out of the wall and into the engine, and it's kind of interfaced into it through a kind of Morse code clacking kind of machine. And it's just Morse code sounds happening from that little machine that's connected to the cables. And there's a bit of a glow, though, coming from inside part of the analytical engine. This doesn't look like a light. And I'm going to get Madame Atrophenia dural and awareness, actually. All right, seven. The glowing to you, it just reminds you of the type of glowing that you've seen your snow globe do before.

Speaker A:

She reaches into the little bag of her hips that she carries the snow globe in and pulls it out slightly.

Speaker B:

Yeah, all the snow that's in it is actually kind of pointing at the device.

Speaker A:

Well, that's interesting.

Speaker B:

And I'm going to get Jacob at a roll of willpower test.

Speaker D:

Oh, good. See you in a couple of weeks, folks, because I'm passing out. All right.

Speaker C:

Big money.

Speaker D:

Nine.

Speaker B:

Okay. You are feeling a sensation of overwhelming recognition of the orb that Metamatrophenia has pulled out and the light coming out of the machine almost like a very heavy duty, like, deja lu sensation.

Speaker D:

I have a sneaking suspicion on something.

Speaker B:

And you're just feeling almost like you caught yourself almost saying something and almost doing something inadvertently, but you stopped yourself, but you don't know what you were going to say or what you were going to do. There's just something inside you just wanted to say something, do something in reaction to this.

Speaker D:

Any chance I could kind of take a step back and allow that to happen?

Speaker B:

You could.

Speaker D:

I'd like to.

Speaker B:

And you will see Jacobie step forward and start flexing his muscles a bit, looking at his hand and looking around at everyone.

Speaker D:

Oh, I am not going to be.

Speaker C:

Able to use to this. Are you okay?

Speaker D:

I think so.

Speaker B:

Good question.

Speaker D:

Who are you?

Speaker C:

God damn, I'm tall. Hello, little pros. And no, this is not the neo anarchist podcast nor the shadow run origin. What's? Your old balpty is going to be hanging around for the next couple of episodes at least. Why? I don't know either. Guess we'll find out next time. Meanwhile, I should mention the salutations and valedictions. I had some fancy verbiage. Anyway, the opening was by Jules Watts and this outro is by me. Opti creative Commons music you've been hearing is listed in the episode notes, so check those out. And before you get to the next episode, hop on the discord linked in the episode notes and tell us what do you think is going on.

Speaker B:

Thank you.

The group follows their directions, and the mysterious cables, deeper into the catacombs of Paris. What they find at the other end of the cable leads to even more questions...

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

Valedictions by Opti - find his stuff at https://www.fraggingunicorns.com/ and https://neo-anarchist.com/ and listen to Shadowrun: Origins, a great Shadowrun Actual Play that you can find wherever you get your podcasts.

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/

Graveyard Shift by Kevin MacLeod Free download: https://filmmusic.io/song/3823-graveyard-shift License (CC BY 4.0): https://filmmusic.io/standard-license

The Question Is (Quizpackage) by Sascha Ende Free download: https://filmmusic.io/song/228-the-question-is-quizpackage License (CC BY 4.0): https://filmmusic.io/standard-license

Red Mystery by Alexander Nakarada Free download: https://filmmusic.io/song/5104-red-mystery License (CC BY 4.0): https://filmmusic.io/standard-license

Master Control by Tim Kulig Free download: https://filmmusic.io/song/10309-master-control License (CC BY 4.0): https://filmmusic.io/standard-license

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