S1E21 - Le Trolle de Grenelle

Transcript
Speaker A:

Bonjour. Dear listeners, this is Bonyards and Boojems at 1879 RPG actual Play podcast. Chapter Two lateral de grid.

Speaker B:

Adele.

Speaker C:

With that, he will grab the knocker and give it a nice large knock.

Speaker D:

Pierre, someone's knocking at your door. What do you do?

Speaker E:

I think if this is possible, what happens is that the door is hooked up to some mechanism and I will just pull a lever or a string or some sort of thing, and it'll just swing open on its own. And you just hear me from deep in. I'm working on something in the back.

Speaker F:

And I just go, Bonue. Welcome. Come in.

Speaker C:

Quite right. And Amos will kind of look at the door and nod his head and then walk in.

Speaker D:

Now, I don't have necessarily a set definition of what your workshop is like, but if you want to describe it, you can. Or we make something up as we go.

Speaker E:

Yeah, I'm fine with making stuff up. I was kind of thinking there was almost, like, susical like, kind of instruments and little machines kind of littered about with a lot of, like, horns with multiple, almost impossibly usable musical instruments. I don't know that maybe a weird Dr. Seuss character would play.

Speaker G:

Yeah, you said it, Susan. All I can think about is the stuff from The Grinch.

Speaker F:

Yes.

Speaker E:

So, like, all that kind of stuff maybe littered about kind of pretty messy. And I don't know if Rob has any better more ideas, but that's kind.

Speaker D:

Of what I was yeah, you could probably have it. You'd probably be stepping down some stairs so you can go deeper in. And you would have a fairly kind of under the bridge, further even, like, underground deeper, like, fairly big workshop down.

Speaker G:

In there, I would dare say. There might be also some clockwork trinkets just going off and puttering about and various other things.

Speaker E:

Absolutely. There's actually a little robotic statue of a goat at the front of the door with a tithe plate with hands open.

Speaker G:

Damn, it is a troll bridge. And Jacobie, not wanting to incur Rath, would actually put some money in the plate because he ain't playing that game.

Speaker E:

I think there's a weight underneath it and it belts out a robotical buying sound as you do it, and it disappears inside some sort of funnel. And then I hear the sound.

Speaker F:

I go, Mercy melcy. I see you, Peggy. Mercy. Come on in. Come in.

Speaker G:

Oh, good. Jacob says, oh, good, because that pleased our host. So yay.

Speaker D:

I think one other thing Pierre has is that this Jacques has actually parked the goods at a spot that you have some kind of mechanism that actually it looks like a shed, but really it's an elevator and it brings everything down to your kind of layer.

Speaker E:

Oh, that's great.

Speaker B:

Yeah, I could have just ridden that.

Speaker G:

Damn fine stretch of the legs were okay.

Speaker C:

I must say, I really like that. That would look great. In my workshop I could have at a whole other level. Amos will walk over and start investigating, see what he needs to do.

Speaker D:

Awesome. I could pierre to role. I had some knowledge skills for you. Right. So natural philosophy, which is going to be physics in 19th century terms. Geography, metalworking. I wonder if craftsman, metalwork. I think we had discussed a little bit about you actually having some experience with diving, what are called standard diving dresses. Those 18th century underwater suits people wear?

Speaker F:

Yes.

Speaker E:

I actually think that maybe the elevator is a gigantic bathosphere.

Speaker F:

Okay.

Speaker D:

What is that? I don't know.

Speaker E:

That's the big diving.

Speaker G:

Yeah, it's basically an early submarine. It's just a big ass sphere with windows that people sealed themselves in and they got dumped off the side of the ship. Can't really do much in it. I'm betting you said the standard diving suit. So we talk in 20,000 leaks under the sea. The Disney one from like, 60s.

Speaker D:

Yeah, that's apparently the formal term at the time was standard diving dress. Pierre. So Pierre rolled a what did I have you roll? Remind me.

Speaker E:

Natural philosophy.

Speaker D:

Natural philosophy. All right. That would make sense. Yeah. We'll use that as a fill in for this item. Okay.

Speaker F:

Yeah.

Speaker D:

You recognize these as definitely variants on there's quite a phrase. Ruquaro Denirus diving suit. A diving suit that was or diving apparatus, another term where normally you would pump air into a barrel shaped reservoir in the back, and you would have this kind of canvas suit that was kind of pressure regulated and some brass and some glass and things like that. And I don't even I don't know if you or even know some students of Denarus or Ruquarial or even be related to them. I'm not sure, but I would say that that's why you recognize these. But what you're seeing with these is you're looking at it and you're going, oh, this isn't for person at all, because it's got a shape that just is completely wrong for a person. The torso is kind of the main compartment. It's almost like they've taken the materials they normally have in the head. They made a central chamber. This is made of copper and glass, kind of like a big sphere in the center. And then the canvas is off to the sides, where there is what do you call them? Well, there's appendages for feet and arms, but they're actually filled up with prosthetics for some reason. And there's kind of a little dome where the head should normally be that also looks kind of strange but doesn't really have a neck. Lots of little almost portals in this tube of glass in places where it just doesn't make sense unless you were a tiny person or something.

Speaker E:

I think that whenever when he came in, pierre was really distracted just tinkering on something in the back. And then for the first time, he sees this strange suit and then he glances around and realizes he has no idea who you people are. But he's just a little bit, I think maybe like a Doc Brown kind of scatter brain a little bit. And he's used to people coming in and knowing his procedure. And then he's like, Wait, this is new. And so I think he puts things down and comes over and is like.

Speaker F:

Now what do we have here? People are making this strange suit for some reason. What does Alzi say?

Speaker C:

Avos will kind of pull himself away, and he'll turn to him, oh, actually, we were kind of hoping that you'd be able to tell us what somebody would build such a monstrosity for.

Speaker F:

I see you've come to the right place. I don't know. You heard of me or whatever, many things going on right now. So what did you get this suit, would you say?

Speaker C:

I'd rather not say at this point.

Speaker F:

Okay. Playing zekoe mistress. I see. Okay.

Speaker E:

Is there anything I can roll or do? I don't know what I would do here, if anything, or if I should let them.

Speaker D:

Just what are you trying to discern, actually, and then I can tell you what would work.

Speaker E:

I'm trying to figure out, like so I know that this is, like, a weird version of this suit. I'm trying to figure out where it could have maybe come from or how these people who look like foreigners maybe came into it.

Speaker G:

I think Jacob might also want to pipe up and say it's not ain't so much we don't want to. It's more like we can't. There's a reason we got to keep tight lipped about certain things because of unsavory parties might get wind of what we're investigating, and we don't want that.

Speaker E:

Yes, I see.

Speaker G:

So no offense to you, miss here.

Speaker F:

No. Call me Pierre. My name Jabbel, Pierre. You could call me whatever you like, but that is what I am known here as little. They call me as well. But you come with this strange artifact called me Pierre. We are friends now.

Speaker D:

I guess we forgot to mention you are a pretty big troll.

Speaker G:

Yeah. Equally larger than normal. Snark will tip his hat and go. Jacob Buckleberry at your service, sir. Pleasure to meet you, Jacob.

Speaker F:

You are the one who fed Guillaume.

Speaker E:

I bowed to you.

Speaker F:

So see the pendants and to supply my experiments.

Speaker D:

What does Pierre look like? I didn't get into asking. Chile.

Speaker F:

Oh, yeah.

Speaker E:

I think he's kind of got, like, white Einsteinian kind of unkempt hair. I think he's maybe a pair of goggles wrapped around his horns that are, like, maybe stuck there that he hasn't used, but just, like, had the statically.

Speaker G:

And just kind of gave up on removing them. Yeah, exactly.

Speaker E:

Like, at one point, he had them, and then he forgot he had left them there. And I think he's kind of well dressed, but it's just like after an orchestra, maybe a conductor is letting loose and it has like, the bow tie kind of strung down or something like that.

Speaker G:

Yeah. Buttons undone, shirt open, the ties, ties off one side. I can't find my glasses in there. On top of his head type of thing.

Speaker E:

Right, yeah. Maybe he has like two pairs of goggles, like, stuck to each horn.

Speaker G:

At least realize it.

Speaker F:

Yeah.

Speaker G:

One pair on each horn and a third on his forehead because those he knows where they're at.

Speaker E:

Right, exactly.

Speaker C:

So, Rob, just a quick question. Which contact sent us the information on how to get here?

Speaker D:

This is through Willie. One of your maybe Gina has forwarded you the directions and all that.

Speaker C:

Okay. So and she recommended that we meet up with this person?

Speaker D:

Yeah, actually, I'm pretty sure, actually, in our last session, she was the one who said, oh, yeah, you need to talk to Troll de Grenell.

Speaker G:

Yeah, that sounds familiar.

Speaker C:

Okay. And her name was Gina the nun.

Speaker D:

You only know her as Gina? Sister Gina.

Speaker G:

Gina. Sister Gina.

Speaker D:

Really? A nun?

Speaker F:

Yeah.

Speaker G:

Our potentially mutual contact, Miss Gina, sent us your way.

Speaker D:

I'll leave it up to to Kenneth if he if his character knows Gina.

Speaker E:

Or not, which is why is this yeah. I imagine him just a little bit preoccupied, so he might know Gina, but right now can't place them because he's, like, distracted by the suit.

Speaker D:

For the suit, I think I can have you, Gina.

Speaker F:

Sure.

Speaker D:

Yeah. For the suit, I think I can have you roll field engineer. I think that's the most that's the thing that makes the most sense, I think.

Speaker E:

Okay, so that's another ten, I think.

Speaker D:

And you have the option of using karma if you like, which would be one.

Speaker E:

Okay.

Speaker D:

On eleven. So you're studying this. I'm sure you're trying to kind of take things apart and put it back together and that kind of thing. One thing strikes you as kind of odd. There is a certain material that you use for just kind of keeping the copper from deteriorating over time in the water. There's a certain amount of polish that's used on the outside. Normally it is being used on the inside in this. And you're not sure, like, maybe it's just someone who's done the wrong thing, like, done a bad job. Or if that was by design, you're not sure. But someone's basically used the material that was kind of oils and stuff that would keep the water from over time, corroding it and so on. That's been done on the inside, not the outside. Okay.

Speaker E:

So I think I take it from or like I don't know if I'm taking it from them or just like, examining it closely, but I'm like, pulling it like the sleeve and looking in and out. And I'm like just like it seems.

Speaker F:

Like maybe the wearer of the suit is wearing it inside out. Perhaps the outside should be on the inside with the protective layer. I don't know if this helps you at all, but it's very strange. It's a reverse of what it should be.

Speaker G:

So, like, instead of keeping the water out, it's more like keeping the water.

Speaker F:

In this as this is a thing inside where some sort of sea clotic creature. Exactly.

Speaker B:

Octopus, yeah.

Speaker G:

That's where my mind went to. Madam Trifini.

Speaker B:

Yeah, like an octopus.

Speaker F:

It may be. I have never seen an octopus wearing suits like this. But it could be, yes.

Speaker G:

Now, considering we don't know much about what's down too deep in the waters, it wouldn't surprise me that there's a whole world of unknown things that are down there.

Speaker C:

On the upside, I guess on the upside, they won't be attaching to anybody's neck.

Speaker G:

True enough.

Speaker D:

Yeah.

Speaker G:

I think we all just have a collective shiver there.

Speaker D:

Pierre probably won't get any of that.

Speaker C:

So would you happen to know anything of the catacombs by chance, good sir?

Speaker F:

The catacombs, the bonyards and Joseph Parry, of course. Of course. I explored many times looking for some scrap metal and such left on there. What do you like to know?

Speaker C:

More looking for a guide than information, really.

Speaker F:

Let's see, what is your schedule like next Thursday? I think it might have a free moment.

Speaker B:

Sooner.

Speaker F:

Sooner?

Speaker G:

Much sooner. Pierre.

Speaker F:

Okay, hold on a second.

Speaker E:

And I think I like push a button and some steam stops coming out of something.

Speaker F:

I go. Okay? Because you beg Guillaume. I come with you to the category. I'm very curious about this reverse octopus suit that you keep talking about. If it is okay, I will come with you. I will show you the bones and maybe I can meet a new octopus friend.

Speaker G:

It could be tips his head. It's like pleasure to have you on.

Speaker D:

The team, octopus friend.

Speaker H:

Madam Trophy just sort of suddenly sort of like zones out slightly mumbling to herself. She still hasn't even bothered to introduce.

Speaker B:

Herself as she's like suddenly wall of water, octopus suit. Fjog dark. I wonder if Fjog did not feel the earth kind. Perhaps there's some sort of water thing from somewhere. That could be very disturbing.

Speaker G:

You think perhaps they're a water going race from the what do they call it? The rabbit hole.

Speaker B:

Yes. Actually, that's what I'm starting to be concerned about. On our way here, I delved into the crystal wall and saw where we're going in the catacombs. A large cavern with a watery wall and there was something behind it, but it was darkness. Could be like deep under the sea or under AC somewhere. Perhaps these suits have been being made for whoever's coming through. And we do.

Speaker H:

She pulls out the letter that they had translated.

Speaker B:

In the translated version here, this word couldn't be translated. Fiag dog. Perhaps they don't typically meet the earth kind. Perhaps that's what the creatures are called that these suits are made for.

Speaker D:

Here to roll. Secret society. Snow okay.

Speaker E:

I can use karma on this one.

Speaker D:

Yeah.

Speaker E:

Or should I? Or I don't know.

Speaker F:

Yeah.

Speaker G:

Yes, you should always use karma when you can.

Speaker D:

Okay.

Speaker H:

No, because this one you have to buy your karma back, remember?

Speaker G:

That's true, granted, but still, when you're.

Speaker D:

A guest, it's just a guest. You could check it out, but yeah, it's true. The name Theagdar is I won't say familiar to you, but you have heard it somewhere, uttered, I don't know, maybe. The context may escape you, but it is related in some way with the Austerian secret society that you'll say. Like maybe that's part of your tie to that Marquee Willie, aka Willy, is that both of you are part of network people who have been tracking yasuarium. And that is the term you have heard somewhere in Paris at one time, maybe even while sneaking around underground. You've heard somewhere? Yeah. I go.

Speaker F:

Madam, I do not know your name if you are a Frenchman, but your accent is a little strange. What is that? Where do you say? Again? It sounds a little familiar to my eog dog. How do you say, ring a bell? Maybe? Pleasure to meet you, Madame Tortini. You could call me Pierre.

Speaker B:

Most quite a pleasure. I'm not exactly sure what's going on, but there are theories now.

Speaker F:

Theories? I see. Well, as far as I can tell, the Australian might be a good place to start back in my mind. I think it might be helpful.

Speaker C:

Might I suggest you go out?

Speaker G:

Yes, well, Pierre, to be completely honest, we tend to poke around in slightly more dangerous than normal places. And it's behoven of ourselves and our friends and confidence to come with a little self protection, as it were.

Speaker F:

Oh, I see what you mean. Some of the street smarts, as it were. Yes, I come much that. And I got a gun as well.

Speaker G:

Selen. You're covered both ways then?

Speaker F:

I have the knowledge of the maze of the Ostuarium. It is a little tricky. You get to get lost. So I think it will behoove you to bring a me along.

Speaker D:

For sure.

Speaker B:

Definitely. We do not like the Australian either. They are unpleasant people and doing unpleasant things. And now I think they're working with.

Speaker G:

An even more unpleasant things under sea people.

Speaker F:

Maybe we can now become friends and SUP and dine together. It might not be a problem after all.

Speaker B:

Yes, I think we'll get along just fine.

Speaker G:

You can always hope for a peaceful resolution.

Speaker B:

But oh no, with them, no, there's no peaceful resolution. We probably have to kill them all.

Speaker G:

Well, you know the saying remember what.

Speaker B:

The future looked like?

Speaker G:

Yeah. I'm still not getting over the music we heard in the future.

Speaker B:

Still, I completely ignored that part. We need to kill them before that happens.

Speaker D:

This is all might be a bit much for Pierre to hear.

Speaker F:

Hope for the best for Pierre.

Speaker E:

Staring at the suit again. He's not listening to any of you perfect this fabric.

Speaker F:

I just don't know.

Speaker C:

I guess we should get to it then.

Speaker G:

I think we should, yes.

Speaker B:

So we need to start by let's see.

Speaker H:

And she like, looks down at the correspondence again.

Speaker B:

We need to rent a room at Le.

Speaker H:

I'm probably going to butcher this.

Speaker B:

I do not speak French. Les yeast and Fair in the Falgar district.

Speaker F:

Madame. That was a perfect accent. I don't know what you're talking about. I know just the place.

Speaker H:

Thank you.

Speaker B:

And I'm sure Emerson, I will fit.

Speaker H:

In just fine at this bar.

Speaker B:

It's a rowdy dwarf bar.

Speaker D:

And yeah, Pierre, you would definitely know it to be a rowdy dwarf dwarf bar. It's actually even kind of vulgar the name in French.

Speaker F:

It is not my style of place, but I could see for you it's very fitting.

Speaker G:

Well, Amos, maybe she's kind of new to the whole being a dwarf thing.

Speaker B:

But aren't we really all?

Speaker E:

I haven't even talked to Amos yet. I feel like Pierre is like, focused only on doesn't even see Amos right now.

Speaker B:

All right, so we have to get a room there and we have to light two candles and place them outside the room window at 10:00 p.m.. What time is it now, anyways?

Speaker D:

It's about 07:00 p.m..

Speaker B:

I'll say we probably best get on our way then.

Speaker G:

Yeah. We don't know how far and how long it's going to take.

Speaker B:

And I would like to do a bit of a reading before we go underground just to get a glimpse of things.

Speaker H:

Also, she just kind of glances over to Pierre, looking him up and down as she, like, reaches down to a small box on her belt as she pulls out her deck of cards, shuffles them once, a couple of times, and then pulls a single card out.

Speaker G:

What do we have here?

Speaker H:

She looks at the judgment card in her hand reflection.

Speaker B:

Interesting card to get for a get for somebody very unique, you're currently waking up and being brought on, starting to realize see yourself and who you are. Interesting.

Speaker H:

And she tucked the card away.

Speaker B:

Guys?

Speaker F:

Yes. I had a late night. I just were waking up just now, of course.

Speaker H:

And she like, refolds the deck and puts it away.

Speaker G:

We all have knives like that.

Speaker B:

Sorry, just a little thing I like to do with interacting with new people for an extended time.

Speaker F:

Of course, I have my own habits. I will not share with you at this time, but I understand perfectly.

Speaker B:

I'm sure you do. Shall we then, gentlemen?

Speaker F:

Alonsi.

Speaker B:

All right, I'm going to take that as let's go.

Speaker E:

Is there anything I need to do or know about the places they want to go that I would know that they wouldn't rob or do you guys.

Speaker D:

Share the letter as Madam Trivini's reading it out.

Speaker B:

Oh, yeah.

Speaker H:

She would be sharing with him where they're headed and what the point of their thing is here.

Speaker F:

Oh, sorry. Go ahead.

Speaker G:

No, just something that popped up as I was reading the correspondence. The does leads to a singular. The Fiagtra does not typically meet with the Earth and meet the Earth kind. If it was a race, it would be the theogra do not correct.

Speaker B:

Good to be. It could also be a poor translation from French English, dear.

Speaker G:

True, very true. It just seems kind of more tidal ish or singularish?

Speaker B:

At this point. We just don't know. So we will just wait and see. Either way, I still suspect some sort of sea creature underwater.

Speaker G:

UGA do boogie.

Speaker B:

Yes, that needs these things to survive. Anyway, you were about to bring something up as well, Pierre.

Speaker G:

Yes.

Speaker F:

This letter I understand most of the words, but it is a crude English scroll. But otherwise it says there are some special locked doors. I'm very mastery of the keys and locks, of course, but it says the site is needed. Is that a type of locking mechanism or what is a site?

Speaker B:

That one of the reasons I'm here. I can see into another space that you can't that most people can't see.

Speaker F:

Suit. Hello.

Speaker B:

Yes. So more sort of perhaps magically locked or things along those lines. Spiritually locked, that sort of thing. It's magic and spirits.

Speaker F:

I see. Okay. Well, I have the physical key. If you have the magical key, we would be a good pair.

Speaker B:

Excellent. And then we have my boys here who are good at shooting things.

Speaker G:

Yes.

Speaker E:

I look up and see Amos for the first time.

Speaker F:

Like. Yes. Hello. I am Pierre.

Speaker C:

I am Amos. Nice to meet you, sir.

Speaker F:

It's a pleasure.

Speaker D:

You probably noticed by now that Amos has been looking around in awe of all of your stuff and trying to figure out how to build it.

Speaker F:

Do not touch that. I am trying to learn how to make bread warmer. So just be careful.

Speaker C:

Or bread.

Speaker B:

Bread warmer.

Speaker F:

It is a new idea. I had very warm bread to the point of burning.

Speaker C:

Why would you burn bread?

Speaker F:

Not cold.

Speaker B:

I had enough burnt bread in my time. I don't need more burnt bread.

Speaker F:

No, you're not ready for the future.

Speaker G:

I get what you're saying.

Speaker B:

I've been to the future, darling. It's not all it's cracked up to be.

Speaker F:

Oh, your special site. Interesting. You must tell me about this site on our side. Bells.

Speaker B:

Yes, of course.

Speaker G:

Oh, no, it wasn't just the site.

Speaker B:

It was all three of us.

Speaker G:

A site. But it was B site. I'll regale you as we travel to this inn we're going to.

Speaker H:

Yes, we should probably get yes. They also were there.

Speaker B:

It's when this happened to me. Anyway, we should really get going.

Speaker F:

Yes. Just head to the eggs museum. Okay.

Speaker G:

The eggs museum.

Speaker D:

Probably a Parisian joke of some game.

Speaker G:

Probably.

Speaker H:

But yeah.

Speaker G:

Jacob b wilvergale. Pierre. About how Madame Draffini one used to be human. Two, we went to the future. And three, he gets the whole toast thing because you have a loaf of bread. But what if it's cold? Morning. You want something? A little toasted melts the butter. I like it.

Speaker F:

You're a smart one, Jacob. I see why you come here for the suits. You got the right ideas.

Speaker G:

Something in your throat there, madden draffini.

Speaker B:

No, quite all right.

Speaker H:

She just drops back and takes Amos's arm.

Speaker F:

Madame, let us not delay any longer. Come with me. Let us go.

Speaker D:

Please.

Speaker F:

Stop delay. Dalying.

Speaker D:

I guess we just got to go over what your general plan is for what you're going to do. I mean, there's the instructions and then there's what you're going to do.

Speaker G:

Well, Amos did have a plan.

Speaker D:

Yeah. Emo amos, what's your plan?

Speaker C:

My plan is to rig this wagon with explosives, follow the instructions until such time as we choose not to.

Speaker B:

There we go.

Speaker D:

You're going to be I guess you're going to need some horses to to pull the wagon and maybe park that outside the UF de Fair. Oh, yeah. Tell me who's taking the lead. And I guess Pierre, you could probably guide them to the tavern in whatever it's called.

Speaker E:

Yeah, yeah, I think I just I maybe take a little bit of a long winded route. Maybe not the most direct route, but I get them there.

Speaker D:

So a lot of these directions don't make a lot of sense that he's taking, but maybe he just knows. The traffic flows in Paris late at night with all the carriages and the occasional steam engine vehicle making a huge racket. And yeah, I guess as you approach in the Felgiers district, you do here, it's such a ruckus place that you can hear it far away, and it's just getting louder and closer to it. And you see pretty stereotypical tavern in a place with a single building about three stories tall. Second and third story are the rooms, and they're an outside patio where time of year we're at here. Probably during March, I guess, so still cool. But dwarves seem to be able to handle the cold weather pretty well, so they're outside. I'm sure there's some having cigarettes and other things like that and drinks. And it is really, really rowdy. You can barely hear in the background. There is actually a band inside, but you can barely hear them, it's so loud. Good grief. Except for I think Jacob is probably the one that's most out of place out of it, just because of like it's all dwarves and it's Paris, not like America or anything like that. So this is probably definitely fish out of water for a cowboy here. Very much so. I don't think there's any humans in the group right now either. So there's that. No, you're all blue sharp. Since you're kind of leading the RuPaul, what do you do?

Speaker C:

I will first of all, light my pipe have a quick smoke on the outside just to let myself be seen and then is there anything I should know about before I go in? Just kind of glancing around.

Speaker F:

Okay.

Speaker D:

Enroll awareness or awareness seems like just a pretty rowdy place. You notice that there's actually a circle of people on the other side that seem to be betting on a couple dwarves who are look to be they're fighting, but there it's probably more of a friendly fight, not an actual bar fight, and people betting on them. And you do see in some rough scrolls something about some specials, but it's in French, so special is like, the main word that you can get the rest of it's kind of a bit much for you. The only one you might recognize is fur, which is fire, because the name of the place, there's some kind of fire drink that there's a special on. Other than that. Yeah, that's about what you would get out of it. I think you get Pierre to roll up knowledge of Paris just to see if maybe you might know about some of the specialties of this bar as well too. Oh, 16.

Speaker F:

Okay. Yeah.

Speaker D:

You know this place. Not only do you know how to get here, but they're known for some of the drinks here since the rabbit hole and all that happened. Some individuals decided to take elemental magic and weave it into some of the drinks here. So it's possible to get very kind of magically, spicy, savory and frosty drinks. They're kind of extreme to the point that they kind of some of them stay warm on their own, burn a bit on the way down, and maybe that'll explain as well why so many people can stand outside and drink in the colder weather. And yeah, they're known for that kind of stuff here.

Speaker E:

I think I just tell everybody, like.

Speaker F:

Do you want to stay warm like these little dwarves are doing? You just drink the magic potion. You'll be fine in no time with the fun.

Speaker C:

I would love to partake, but I probably should stay sober for this.

Speaker G:

Hi. We got some business to attend to, so perhaps afterwards? Yeah, agreed.

Speaker F:

Yes, of course.

Speaker E:

And I'm buying a drink already.

Speaker D:

Because he says that they're already buying a drink and oh, that's fine.

Speaker C:

I will kind of shoulder my way up to the bar and ask about a room.

Speaker D:

Okay. And you get a dwarf with a big beard he practically tripped on to walk over to where you're at.

Speaker C:

Wait, I would like a room, sir.

Speaker D:

English room. What that mean again? South. I don't know what a room would normally cost. Oh, wait, it'd be in Paris. So you probably would exchange some of your currency for for Frank's. So let's say it's like, I don't know, ten francs, whatever that is.

Speaker G:

I mean, if Frank is going to be letting us use his currency. Sure.

Speaker D:

Who gives you some. Equivalent to some money. That's not very much for Hamilton, that's for sure.

Speaker C:

So like a shilling or a pen.

Speaker D:

I think that's what I meant. Like the equivalent of a shilling.

Speaker C:

Fair enough. I will happily take that off.

Speaker D:

And he just hands you a key. And it is a disgusting key. Like, it is just corroded and probably someone spilled their drink on it. It's sticky and all that, and it's.

Speaker H:

Just etched by the time we got here.

Speaker B:

What time would it be?

Speaker D:

Nine.

Speaker H:

Okay, so we've got about an hour to kill.

Speaker D:

Yeah.

Speaker H:

Before ten.

Speaker C:

I guess I'll go up and have a look at the moldy. Gross disk room.

Speaker H:

Madam Draffini goes up as well.

Speaker G:

Yes.

Speaker D:

Okay. Pierre, you just saw them all go up into the room? I don't know. Yeah, you would read the thing. So you know what they're up to.

Speaker E:

Yeah, I guess I'm waiting till ten for them to do some candle tricks. I think I'll just stay in the tavern and just look around. I don't know.

Speaker D:

Finish your drink.

Speaker E:

Yeah.

Speaker D:

Hang out with the dwarf kind, probably. There's a few other brass men there that you can read with. That's good. And the rest of you up in the room, what do you do?

Speaker C:

First of all, are there any candles?

Speaker D:

There are, because electricity is not terribly common in this era. It's around here and there, but it's pretty rare, so candles are a pretty standard issue in this. I figured there would be some, but just in case.

Speaker C:

Okay, I will get to and set them up as shown in the thing on the window. And I will not like yet.

Speaker B:

Thank you. All right, gentlemen, out for a moment.

Speaker H:

She closes the door behind them and gets changed. When she opens the door out opens the door up again. She's in her full sort of reading costume for when she's actually not this type of work, but working exotic and yes, like exotic. That sort of the fortune teller, the speaker to spirits, that sort of thing.

Speaker F:

Fair enough.

Speaker B:

All right, we've got an hour to kill. Let's see if I can get somebody to translate and make a bit of coin.

Speaker C:

Fair enough.

Speaker G:

You could always ask Pierre to help.

Speaker B:

Oh, I probably will.

Speaker G:

And she just don't do something that'll have us have to skedaddle because you don't want to be a small medium at large.

Speaker B:

It was somewhat amusing the first time you said it.

Speaker H:

You should leave it at that. And she she, like, floats on down the stairs sort of in her full sort of exotic look as she goes off to, like, just mingle around. And since it's all dwarves I don't.

Speaker G:

Know what you're talking about. That was hilarious both times.

Speaker C:

I'm glad you think so. And Amos will also go down the stairs.

Speaker H:

So basically she's not going to be, like, doing anything in particular. She's just seeing if she can make a bit of coin by reading.

Speaker D:

Yeah, I think you definitely can.

Speaker H:

Reading cards.

Speaker D:

And I don't know if Pierre would be interested in trying to get an actual full reading after seeing all this. I'm just putting there as a potential suggestion.

Speaker H:

Yeah. Madam Trifuni basically is reading tarot cards for people.

Speaker F:

Yeah.

Speaker E:

I mean, I don't know if that's what the I'm down to. Try it. I think Pierre is like you say.

Speaker F:

You would make cards for the waking up or something. What else can we do? Is this is part of your magic science?

Speaker B:

A little bit. This is what I did before all of the change happened.

Speaker F:

I see.

Speaker H:

So she does like this, or the.

Speaker B:

Shuffle has him shuffle the deck a couple of times, and then she flips over three cards. The four of cups reverse. This is your past. You were happy, accepted. You're sort of aware of things. This is who you were before. You're very inspired and creative, always aware of the transient beauty of life. It was just always around you. And you knew about all of this. There were new ideas, new people. You've always been open to these things, and you embraced all these new, strange things as they came to you. You were an open person. Now we move on to the present, which is the night of pentacles upright here.

Speaker F:

Okay.

Speaker B:

So the night he has patience to accomplish what he wants to accomplish, his duties to create his things. So you are a person of patience. You thrive to finish what you start. You fully commit yourself to these things, and you make them happen. That is who you are now.

Speaker D:

And then, and I'll just interrupt briefly, Bennettini. You notice on the ten of pentacles, the as you look down at it, the stars on it, on the pentacles, begin to light up, at least to you, they begin to light up. And almost like a little, like, shots of light go between one pentacle to another, to another, to another. Like they're kind of shooting light at each other or sending information or something like that.

Speaker B:

Okay.

Speaker H:

She's sort of light as she moves forward.

Speaker B:

And the bell. We move to the future for you what is in store. And this is the ten of pentacles.

Speaker H:

And she just kind of, like, looks at the card and almost sort of looks a little dazed for a second.

Speaker F:

Yes. Just tell me. I'm on edge.

Speaker H:

Yes.

Speaker B:

It is your legacy. What you will leave behind you and this card assures that what you leave behind you will stand for a long time to come. You will be remembered for what you have done, perhaps with you, for what you have created. Your burnt bread or the other strange and odd things you make. It is something that will sit for a very, very long time.

Speaker D:

And as you say that, the light becomes stronger and stronger, and eventually the card and everybody sees this, the card burst into flames.

Speaker H:

She instantly, like, starts smacking her hands onto it, trying to, like, put out the flames.

Speaker A:

Until next time, dear listeners, blessings and good health. Ouvoir, Salutations and Valedictions for the Bonyards and Boudrums Podcast are narrated by Jules Watts of Seize the GM Podcast for Creative Commons Music credits. Please see the episode notes.

Speaker D:

Key you.

Following the directions of a translated letter, the group joins a strange troll brassman to a raucous dwarf bar in the Falguière district of Paris.

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/

Horde Of Geese by Alexander Nakarada Free download: https://filmmusic.io/song/9835-horde-of-geese 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

Dvorak Polka by Kevin MacLeod Free download: https://filmmusic.io/song/3686-dvorak-polka 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

Jailbreak Whispers by John Bartmann Free download: https://filmmusic.io/song/9487-jailbreak-whispers 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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