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Chapter 16.1: The Serpent's Belly.

Posted by The StrayFor group 0
The Stray
GM, 2167 posts
The Marshal
'round these parts
Fri 2 Nov 2012
at 05:02
  • msg #1

Chapter 16.1: The Serpent's Belly

Near Midnight, April 11th, 1879. The Wendell Mine. Good Friday.

"We are here to return the serpent spirit Tezactlcoatl back to it's slumber." Dr. Ward says. "We believe that this will drastically reduce the incidents around Blackthorn and allow us to return to a more normal state of affairs. Once the Aetheric entities are dealt with, we can turn our attentions to the round-up, and then using the proceeds from the liquidation of the herd to reopen the mine and exploit the Ghost Rock veins."

"We Got Dynamite!" Tex grins, holding up a crate of the stuff.

"Yes..." Dr. Ward coughs. "As a last resort, we have brought some explosives to seal off the serpent's lair for all eternity."

As they walk, Carl sees the glow of a lantern...but where Murphy sees a group of friends, Carl realizes the truth...he's been enchanted! He's surrounded by bloody skeletons, aping the voices of Ward and the Dust Adders, and can't see them for what they really are...they're getting ready to pounce...
This message was last edited by the GM at 03:03, Sat 03 Nov 2012.
Carl Allans
player, 461 posts
The Quiet One
P6 T6 Cha 0
Sat 3 Nov 2012
at 13:53
  • msg #2

Re: Chapter 16.1: The Serpent's Belly

Carl whistles sharply for attention, adding speech for emphasis, his tone one of tense command: "Murphy, here. Now."

Tumbling thoughts catch up with instinct as Carl scratches up a stone: No bodies that way - if the Snake can fool one man, why not two? I wasn't drawn down by the sound of friends, but it knows I'd go to Murphy in danger. Snake wants me to leave the weak spot in the pile. There's nothing there.

The stone sings its way towards the skeletons, but Carl's aim is thrown by the blinding effect of their own light and it just pings off the tunnel wall with a scatter of echoes.

[[Carl Allans rolled 1,-3 using d4-4,d6-4, rerolling max with rolls of (4+1)5,1. *bonk*. ]]


If Murphy's heeded him and got up that far Carl'll set him to watch their tunnel and hop/slide just far enough to grab the rope and be in range of nabbing the looted Indian rifle.
Mad Irish Murphy
player, 174 posts
Irish Dust Adder
P6 T5 W0 F0 Cha 0 W6R1B0
Sun 4 Nov 2012
at 13:25
  • msg #3

Re: Chapter 16.1: The Serpent's Belly

Murphy turns around, taking a few steps toward Carl.

"Ease up a little, Carl, would you?"


Murphy doesn't like that Carl calls for him like he would for a dog - but there is something in his friend's voice, that makes him walk towards him anyhow. Not before turning back to the group though, and telling them:
"I'll check on Carl there for a second. Hey Doc, did you bring your medicine bag? Carl's been wounded."
Augustus Spotswood
player, 283 posts
Scientist! 4W1R1B
P2T6F/W/ C -2
Sun 4 Nov 2012
at 14:18
  • msg #4

Re: Chapter 16.1: The Serpent's Belly


The scientist eyes Tex's all too happy expression about explosives warily, then agrees with the Doctor, "Last resort...  Emphasis on last, hmm?"  He then gets distracted by a peculiar scrabbly plinking sound from some wall of the tunnel, muttering, "Bats?  Possibly....though I haven't really been looking for signs....  Yes, they do generally make a squeaking noise instead of a rocky scrabbling one...  Point taken."  The idea of someone wounded brings him around again, "Oh my.  Not badly I hope."  Stepping to Ward's side, he offers, "I can accompany you.   My Subsonic Hormonal Adjuster has beneficial effects on the healing process.  One of my first discoveries in fact...."  He seems quite ready to continue rambling pointlessly, but is stopped by a wretched coughing fit which he hurriedly manages to catch in his handkerchief.
Mad Irish Murphy
player, 175 posts
Irish Dust Adder
P6 T5 W0 F0 Cha 0 W6R1B0
Sun 4 Nov 2012
at 15:39
  • msg #5

Re: Chapter 16.1: The Serpent's Belly

"Anything will help, I guess."
Murphy shrugs.
Carl Allans
player, 462 posts
The Quiet One
P6 T6 Cha 0
Sun 4 Nov 2012
at 17:38
  • msg #6

Re: Chapter 16.1: The Serpent's Belly

There's clearly something wrong with Carl - besides looking more than halfway savage at present, barefoot and snarling, his body language is all threat and tension, not acknowledging the presence of friends, stranger or employer at all.

Dammit, Irish, I know you took butcher orders from Yanks, but I give a damn.
Carl moves to be ready to half-slide downslope if he has to, very aware of the almost-cleared patch now at his elbow. "I see bones behind you," he growls in elaboration.
Dr. Dexter Ward
NPC, 129 posts
Southern Gentleman
P4 T5 W0 F0 B2 Cha+4
Sun 4 Nov 2012
at 19:28
  • msg #7

Re: Chapter 16.1: The Serpent's Belly

In reply to Augustus Spotswood (msg # 4):

Ward nods. "Very well. Let me take a look." He follows behind Murphy.

At Carl's comment, Ward frowns. "Bones?" he looks off into the darkness. "Everyone, keep alert!" He turns back to Carl.
Mad Irish Murphy
player, 176 posts
Irish Dust Adder
P6 T5 W0 F0 Cha 0 W6R1B0
Sun 4 Nov 2012
at 19:48
  • msg #8

Re: Chapter 16.1: The Serpent's Belly

"Bones?"
Murphy looks around, more curious than alarmed. There seems to be little that can shake the Irishman.

"Carl, I think you're losing it. It's the bloody mine. And the dead men behind that barrier. And that back-breaking work without a proper drink or meal for several fucking hours!"

Persuasion for Carl... but first: Danger Sense!
20:48, Today: Mad Irish Murphy rolled 4,3 using d8-2,d6-2, rerolling max with rolls of 6,5. Danger Sense!

20:48, Today: Mad Irish Murphy rolled 6,5 using d8,d6, rerolling max with rolls of 6,5. Calming Carl.

The Stray
GM, 2178 posts
The Marshal
'round these parts
Sun 4 Nov 2012
at 19:50
  • msg #9

Re: Chapter 16.1: The Serpent's Belly

In reply to Mad Irish Murphy (msg # 8):
Carl Allans
player, 463 posts
The Quiet One
P6 T6 Cha 0
Sun 4 Nov 2012
at 20:11
  • msg #10

Re: Chapter 16.1: The Serpent's Belly

Carl tilts his head a little when Ward speaks, like a man hearing something indistinct and far away. He still hasn't reacted to Ward - or anyone else's - presence at all.

He visibly starts as Murphy looks round, seeing sinew and finger-bones scoring through the man's hair...but Murphy doesn't notice. Carl untenses a little, though the rockfall beside him gets a fierce look. Nothing there.
"Could be. Turn an' wave your arm at length behind you," he says, the urgent get-out-of-the-fire tone replaced with curiousity if anything. "You still hearin' Ward around?"
Mad Irish Murphy
player, 177 posts
Irish Dust Adder
P6 T5 W0 F0 Cha 0 W6R1B0
Sun 4 Nov 2012
at 20:17
  • msg #11

Re: Chapter 16.1: The Serpent's Belly

Murphy raises his arms, waving them around, then even does a little spin-around.
"There. Are we good now? Come on down, Carl. Doc Ward's can help you. And then there's that other fellow, could be a friend of Evans... Easy now, Carl, everything will be alright, I promise."

Murphy reaches a hand out, walking towards Carl, slowly. His voice sounds worrying.
Carl Allans
player, 464 posts
The Quiet One
P6 T6 Cha 0
Sun 4 Nov 2012
at 20:35
  • msg #12

Re: Chapter 16.1: The Serpent's Belly

Carl points downslope with his knife, then at the pile beside him. "..."
Dr. Dexter Ward
NPC, 130 posts
Southern Gentleman
P4 T5 W0 F0 B2 Cha+4
Sun 4 Nov 2012
at 20:42
  • msg #13

Re: Chapter 16.1: The Serpent's Belly

"Hold still!" Ward says, worried now. He ducks as Murphy does his spin, then reaches out to put a reassuring hand on Carl. "We're here now. It's all right."
Carl Allans
player, 465 posts
The Quiet One
P6 T6 Cha 0
Sun 4 Nov 2012
at 20:51
  • msg #14

Re: Chapter 16.1: The Serpent's Belly

Carl ignores Ward completely.
Dr. Dexter Ward
NPC, 131 posts
Southern Gentleman
P4 T5 W0 F0 B2 Cha+4
Sun 4 Nov 2012
at 20:58
  • msg #15

Re: Chapter 16.1: The Serpent's Belly

Dr. Ward lays his hand  on Carl's shoulder...
Carl Allans
player, 466 posts
The Quiet One
P6 T6 Cha 0
Sun 4 Nov 2012
at 21:23
  • msg #16

Re: Chapter 16.1: The Serpent's Belly

Carl goes from immobile tension to startled instinctive action without any obvious transition, twisting to bite whatever just touched him (fortunately to little effect, but the tooth marks in Ward's shirt cuff attest to the ferocity of the attack) and backing against the rockfall. He's looking at Ward now, but the gaze has no recognition, just hostile confusion...and the knife remains ready.

[[21:04, Today: Carl Allans rolled 7,2 using d8,d6, rerolling max with rolls of 7,2. *chomp* Hit! Reckon a straight bite's Strength, then.
21:07, Today: Carl Allans rolled 3 using 1d8-2, rerolling max with rolls of 5. damage can has? 3 or 5, depending on whether phobia penalty applies.]]

Mad Irish Murphy
player, 178 posts
Irish Dust Adder
P6 T5 W0 F0 Cha 0 W6R1B0
Mon 5 Nov 2012
at 09:51
  • msg #17

Re: Chapter 16.1: The Serpent's Belly

Murphy sighs.

"Anybody got a canteen?"
He grabs the first one that is held out to him, opens it and sniffs.
"With Water! What's the matter with you?!"
He takes another and, finding this one more satisfactory, walks toward Carl, gently pushing Dr. Ward to the side and backwards.

"Here mate, have a sip of water. Bloody awful work that was, ey? All those bloody rocks and all... You know, they should call this the Allans-Murphy-Passage, no matter if there's a more leisurely route or not."


His tone is cheerful, but it doesn't quite reach his eyes.

"Funny thing, ey, how they show up just when we're about to be done with those bloody rocks, hm?" He leans in. "Between you and me, I think Tex is a bit of a shirker when it comes to hard work." He grins.

He pulls a somewhat clean handkerchief from his pocket and uses the canteen to make it wet. Then he wipes across Carl's brow, gently.
"There, I think the soot and sweat got into your eyes, made you see funny things, mate."

Don't you fall apart on me now, mate.

"Another sip of water, Carl? Then we'll sit back and let them handle the rest of the passage. And the bloody bastard ghosts behind that wall, of course. And then we'll take out that bloody shaman and tear up that fucking picture. Send them indians running home to their mamas, their feathered tails stuck between their legs. It'll be a sight so see, I tell you."


10:51, Today: Mad Irish Murphy rolled 7,3 using d8,d6, rerolling max with rolls of 7,3. Calming Carl White chip 2.
10:50, Today: Mad Irish Murphy rolled 1,2 using d8,d6, rerolling max with rolls of 1,2. Calming Carl White chip.
10:50, Today: Mad Irish Murphy rolled 3,1 using d8,d6, rerolling max with rolls of 3,1. Calming Carl.

Augustus Spotswood
player, 285 posts
Scientist! 4W1R1B
P2T6F/W/ C -2
Mon 5 Nov 2012
at 14:56
  • msg #18

Re: Chapter 16.1: The Serpent's Belly


After wiping his lips as politely as he can manage, Augustus followed along after Dr. Ward and the, as yet undiagnosed, perhaps mentally deranged Irishman.  The sight of the other man was a pitying one.  A soft empathetic tsking sound is uselessly offered.  At least until the biting.  That causes the scientist to level his weapon of new science at the more obviously mentally deranged man of unspecified geographic lineage.  The weapon hums its ominous triple-tone as he duggests, "Perhaps I could render him...."   The Irishman's gentler intervention gives him pause though and he doesn't fire......yet.
Carl Allans
player, 468 posts
The Quiet One
P6 T6 Cha 0
Mon 5 Nov 2012
at 19:53
  • msg #19

Re: Chapter 16.1: The Serpent's Belly

Carl's happy to drink, but flinches away from the hand near his face, refusing to let that cloth touch him or obscure his vision - to the point of stealing it and holding it in his free hand whilst pointing at Ward.

"Tell me what's there," he rasps, every sense screaming at him to fight his way out. Is this what it's like, before the black shakes hit with the cramps and the screaming leaks? He looks over/down at Augustus, frowning.

[[I expect you can keep your chips, Murphs - 1) the Stray prefers RP between PCs and 2) it's not actually Carl that's the problem, it's the Snake messing with his Cautious and Loyal Hinderances whilst he's off-balance with fear.]]

Dr. Dexter Ward
NPC, 132 posts
Southern Gentleman
P4 T5 W0 F0 B2 Cha+4
Mon 5 Nov 2012
at 20:15
  • msg #20

Re: Chapter 16.1: The Serpent's Belly

"OW!" Ward yells at the bite, and pulls his hand away. "...Delirium of some kind...he may need to be restrained while I work..." he massages his hand. Ward looks as Spotswood. "You have my permission to use your Neurological Interrupter on Mr. Allans if Mr. Murphy cannot calm him down."

He turns his attention back to Carl. "Mr. Allans, tell me what it is you think you are seeing."


((OOC: Carl's right...keep your chips. I'll only call for rolls if I think they're necessary from a mechanical standpoint, or if you're dealing with an NPC.

Oh, and Carl? No phobia penalty on Damage...damage rolls are not trait rolls (which is why you don't roll a Wild Die when rolling damage). Thus, you did 5 damage to Ward, which makes him Shaken.

13:07, Today: Dr. Dexter Ward rolled 9,5 using d10,d6, rerolling max with rolls of 9,5. Recover from Shaken. That's a success and Raise.))

Mad Irish Murphy
player, 179 posts
Irish Dust Adder
P6 T5 W0 F0 Cha 0 W4R1B0
Mon 5 Nov 2012
at 20:43
  • msg #21

Re: Chapter 16.1: The Serpent's Belly

Murphy shoots Ward an annoyed look, trying to send him a telephatic message of "let me handle that".
"What I'm seeing? Seeing the same thing you do, mate. You just need to look harder.
You just snapped at Doctor Ward. He's trying to help you, get that wound bandaged. Back there"
, he turns to point at Augustus, "is a fellow I don't know. Came with them. From the looks of him another greenhorn from Back East with too much fucking time on his hand and too much tools lying around. You know, like Evans."
He turns back to face Carl and leans in a little.
"They also brought Tex, who would've been great to have around here like 4 hours ago, excuse me if I'm repeating meself, but I really hate moving all those bloody rocks. And then there's a few more Adders back there, didn't count them and didn't stop to look who on account of me being worried about you, mate. Did the ghosts get to you?"

Augustus Spotswood
player, 287 posts
Scientist! 4W1R1B
P2T6F/W/ C -2
Mon 5 Nov 2012
at 21:00
  • msg #22

Re: Chapter 16.1: The Serpent's Belly


Augustus nods to the Docotor and does his best to look the part of Stalwart Guardian Raedy to Do What Must Be Done.  Rumpled and disheveled as he is, not to mention covered in wire and whirring, humming gadgetry, the scientist does not manage the look very convincingly.  Mr. Murphy's description of him though brings him standing straighter, "That's...but...  How...rude....  Mr. Evans?  Who?  What?"
Mad Irish Murphy
player, 180 posts
Irish Dust Adder
P6 T5 W0 F0 Cha 0 W4R1B0
Mon 5 Nov 2012
at 21:16
  • msg #23

Re: Chapter 16.1: The Serpent's Belly

"Please, Mister, I'm trying to help me friend here. And you haven't introduced yourself so how am I supposed to know your name?"
Murphy immediately turns his attention back to Carl, lowering his voice now, so that only Carl can hear him.

"The fey gave me many a gift, mate. But I've always had me a knack to spot danger. How else do you think I survived the uprisings and the reprisals? And trust me, you're the most dangerous thing near me, right now. Except whatever lies in that bloody shaft behind you."
This message was last edited by the player at 21:51, Mon 05 Nov 2012.
Carl Allans
player, 469 posts
The Quiet One
P6 T6 Cha 0
Mon 5 Nov 2012
at 21:42
  • msg #24

Re: Chapter 16.1: The Serpent's Belly

Murphy gets a searching look, then Carl turns his attention to the laughing top-hatted skeleton gleefully hopping about nearby.
"Don't see Ward," he says.

He looks back at the muttering horror with the elephant gun spidering around on the rocks, and shakes his head. The lack of attack - and a skeleton that cared about being bitten - spoke for Murphy having the right of it, but accepting all his senses were more or less compromised rubbed him up all wrong inside. Carl catches himself grinding his teeth and forces himself to stop. After a moment transferring both cloth and knife to the same hand and massaging his temples he nods to Murphy's question.

It hurt, it hurt so much to be acting like his father blind drunk, now of all times and at the whim of the damn Snake. Carl swallows and holds out his hand for the water back. The DTs were to do with how thick the blood ran in a body, he knew that much. He breathes in deeply.

"Time's a-wastin'. Git Ward away, have Talks t'Birds guard this spot where deadders're like t'come if'n he's got a gun an' git Tex up soon as possible - don't want shootin' if we c'n avoid it. Then I'll come down an' you can tell me who all's here 'cause I cannot hear, see, smell nothin' but dead flesh. 's in the goddamn walls."
Mad Irish Murphy
player, 181 posts
Irish Dust Adder
P6 T5 W0 F0 Cha 0 W4R1B0
Mon 5 Nov 2012
at 21:56
  • msg #25

Re: Chapter 16.1: The Serpent's Belly

Murphy breaks into a big smile.
"Sure, Carl, absolutely."
He grabs his hand, shaking it, then turns to Ward.
"Sorry, doctor, I was wrong. Carl's fine. Won't need your attention."

Then he relays Carl's orders to the rest of the gang.
Dr. Dexter Ward
NPC, 133 posts
Southern Gentleman
P4 T5 W0 F0 B2 Cha+4
Mon 5 Nov 2012
at 22:05
  • msg #26

Re: Chapter 16.1: The Serpent's Belly

"I can hear the both of you talking, Mr. Murphy." Ward says, raising an eyebrow. "And no, he is not fine. We need to get him out of here and into a safe environment. He needs rest."
Augustus Spotswood
player, 289 posts
Scientist! 4W1R1B
P2T6F/W/ C -2
Tue 6 Nov 2012
at 04:40
  • msg #27

Re: Chapter 16.1: The Serpent's Belly

Augustus seems to be in perfect agreement with the Doctor's assessment, "He does seem to be suffering from extreme exhaustion effecting his ability to reason clearly...."  Trailing off, the scientist glances away and mutters, "No, not similar at all.  I am not seeing and responding to things that aren't there...  Yes, I have slept recently...  It was...um...  There was that nap and...  Well, I haven't been very hungry...  Oh hush.  I'm fine."  His attention swings back up again, "Rest would likely do him a great deal of good.  Talks With Birds?  Obviously raving...  There are no Indians that I have noted amongst the hands..."  Leaning in, just a bit, towards Carl,  the scientist continues in very slow, carefully enunciated tones,  "Mr. Evans is it?  You seem quite weary?  Can you come with us, hmm?  To a nice bed, eh?  You seem to be hallucinating, sir."
Carl Allans
player, 470 posts
The Quiet One
P6 T6 Cha 0
Tue 6 Nov 2012
at 08:46
  • msg #28

Re: Chapter 16.1: The Serpent's Belly

Carl frowns, moving his head as though trying to catch a distant sound, then looks at/through Augustus as though he'd just declared 'blibbityblibbityboo'.

He shakes his head a little, then points at the rock behind him.
"Guard. Fer our lives."
Augustus Spotswood
player, 290 posts
Scientist! 4W1R1B
P2T6F/W/ C -2
Wed 7 Nov 2012
at 12:50
  • msg #29

Re: Chapter 16.1: The Serpent's Belly


Augustus looked past the man to the large rock behind him.  With a good natured shrug, he looks back again to the poor madman, "Of course I will guard your rock.  It is very pretty.  I will keep it quite safe for you until you feel better."  The scientist straightens with a proud smile, "There.  He seems much more amenable.  Just needed a firm hand is all."
Carl Allans
player, 471 posts
The Quiet One
P6 T6 Cha 0
Wed 7 Nov 2012
at 23:58
  • msg #30

Re: Chapter 16.1: The Serpent's Belly

Carl watches the inexplicably weed-rimed, antlered ghoul hoot with laughter and level the gun at him; it's with difficulty and a taut spine that he steps towards the weapon, presenting as little body surface as possible as he reaches out, feels along the barrel far enough to be able to point it away from him and steadies the aim at the patch he's concerned about.

Still firmly holding the gun, he stares at the thing's eye sockets, through the shadow to the faint bloody glimmer in the depths. The stare is cold, and calm, and lethally impersonal as a half-frozen torrent.

Augustus gets five seconds of that before Carl moves down a bit, trying to work out what's going on elsewhere without the benefit of sane sight or sound. Something low-tailed and wretched at the back of his mind is padding tight, trapped circles and whimpering and in truth he just wants one solid adversary to lay into. Blindfold, if need be.
Augustus Spotswood
player, 291 posts
Scientist! 1W2R2B1L
P2T6F/W/ C -2
Fri 9 Nov 2012
at 16:25
  • msg #31

Re: Chapter 16.1: The Serpent's Belly


At least, Augustus thought he was more amenable until the madman moves forward and puts a hand on his sonic weapon.  "No...see here."  The scientist does his best to shake loose the grip, "Step back or I will be forced to fire!  I mean it!  It is non-lethal, but you will not find it pleasant!"
Bone 'Glom
NPC, 1 post
Wendell Mine Abomination
P8 T15 W0 F0 B2
Sat 10 Nov 2012
at 03:33
  • msg #32

Re: Chapter 16.1: The Serpent's Belly

Carl doesn't have a chance to respond. Neither does Ward, Murphy, or any of the Dust Adders.

The instant Carl moves away from the hole, there's an explosion of bony claws, arms, skulls, ribs, and every other bone a body can think of. The thing rears up into a giant, vaguely humanoid thing of loose bones. Carl is seized by the thing with a "hand" made from jawbones, spinal cords, and a thigh and lifted into the air...

some mood music




((OOC: Everyone make a Fear Check! (-6 for being in a Deadland, -2 for the monster's Fear rating, + Grit).

Carl, you're being attacked. The thing it trying to grapple you. It has The Drop, so it gets a +4 bonus to its Fighting Roll.

once you're done with that, Draw cards for Initiative. There are a bunch of allies: 4 Dust Adders and Tex, as well as DR. Ward.

Who would like to take control of the Dust adders for this fight? Who would like to take control of Tex? (I'll be keeping control of Ward.)

Bone Glom's card: AH))



Carl Allans
player, 473 posts
The Quiet One
P6 T6 Cha 0
Sat 10 Nov 2012
at 10:23
  • msg #33

Re: Chapter 16.1: The Serpent's Belly

Carl's one unambiguous thought as he's picked up bodily for the second time in the last five hours is that he hopes Murphy recalls what he was to do in this circumstance and runs for the narrower tunnels. Find leverage, get out of this grip, keep moving.


[[09:48, Today: Carl Allans rolled 1,-6 using d8-8,d6-8, rerolling max with rolls of (8+1)9,2. fear! Worth a chip.
Carl Allans rolled 4 red chippit. -> 5

Carl Allans rolled -1,0 using d10-2,d6-2, rerolling max with rolls of 1,2. agility to resist getting monster mashed (that right?). Eh...no.
09:55, Today: Carl Allans rolled 7,3 using d10-2,d6-2, rerolling max with rolls of 9,5. white chippit of annoyance. Permission to drop phobia penalty if a Dust Adder (besides himself) is in immediate danger, for the sake of asking?

init. KC]]

The Stray
GM, 2184 posts
The Marshal
'round these parts
Sat 10 Nov 2012
at 10:38
  • msg #34

Re: Chapter 16.1: The Serpent's Belly

In reply to Carl Allans (msg # 33):

((OOC: Sure. Did you want to take control of some of the Dust Adders for this fight?))
Mad Irish Murphy
player, 182 posts
Irish Dust Adder
P6 T5 W0 F0 Cha 0 W6R1B0
Sat 10 Nov 2012
at 21:56
  • msg #35

Re: Chapter 16.1: The Serpent's Belly

And there I was wondering if I should pick Brave for my level up... :-)

22:45, Today: Mad Irish Murphy rolled 5 using 1d6, rerolling max with rolls of 5. Fear, red chip.
22:44, Today: Mad Irish Murphy rolled 3,-1 using d10-5,d6-5, rerolling max with rolls of 8,4. Fear, white chip.
22:44, Today: Mad Irish Murphy rolled -1,-4 using d10-5,d6-5, rerolling max with rolls of 4,1. Fear check.

Gives me a raise, first time I only really needed a 1 on the red chip and roll something different than a 1.
Oh, and I'll be happy to run Tex or another Adder. Tex might be fun. Who are the other Adders, by the way? Named ones or not?

22:48, Today: Mad Irish Murphy drew the 2 cards: 8C, AH using the Deadlands system. Initiative, Level headed.


Murphy turns around, and watches in utter astonishment the bone creature. He crosses himself, slowly.
"Jesus, Mary and Joseph!"

He draws his gun, but he gets the idea that tiny bullets might serve nothing else but annoy the thing and two: it has Carl. And while Murphy wasn't a bad shot at all, he wouldn't risk hitting his friend.

"Get back, mates, get back! We have to go find a narrow passage, we're sitting ducks here against this thing! Easy now, nice and steady, boys! Doc? Mister? That means you, too!"
Murphy's voice is tense, but controlled, his mind focused on getting these men to safety... and to help Carl get free of this thing.

22:54, Today: Mad Irish Murphy rolled 7,3 using d8,d6. Persuasion?
Really meant more as an "cooperative roll" for anybody failing his fear check, if that's possible. Since I also draw my gun, that#s actually a 5, but that success would still give +1 - if The Stray allows it.

The Stray
GM, 2185 posts
The Marshal
'round these parts
Sat 10 Nov 2012
at 22:40
  • msg #36

Re: Chapter 16.1: The Serpent's Belly

((OOC: Ah, well. Thanks for the chip! ;)

At this point, ALL the Dust Adders have names, but here's what Murphy would know about these characters:

Mike Bennett: Carl's best friend, and one of the more likable Dust Adders.

Heavy Henry: Fat and fond of booze. He, Big Tom, and Little Tom are close friends.

Ned: He and Mighty Dave Baines are close. Ned's known as something of a coward around the bunk.

Spanish Joe: Actually a half-breed Kiowa, but doesn't let it known because of Gus and Tex's legendary intolerance toward indians of all tribes. He's one of the best trackers among the Dust Adders.

And, of course, Tex Shaw: Gus's mutant brother. I've given you control of him for now.

That works for me. Augustus, you get a +1 bonus to your Grit with Murphy's encouragement.))

Carl Allans
player, 474 posts
The Quiet One
P6 T6 Cha 0
Sat 10 Nov 2012
at 22:54
  • msg #37

Re: Chapter 16.1: The Serpent's Belly

[[Do I want Dust Adders?
22:24, Today: Alouette got the result "My reply is no" on the magic 8-ball.

'parently not. Is Carl still/very grappled, then?]]

Augustus Spotswood
player, 293 posts
Scientist! 1W2R2B1L
P2T6F/W/ C -2
Tue 13 Nov 2012
at 03:04
  • msg #38

Re: Chapter 16.1: The Serpent's Belly

Augustus's eyes go wide at the sudden, violent appearance of the bone 'glom and its removal of Carl (who had previously been the concern of choice).   But now, the fiendish bone-thing takes center stage as a focus of concern.  Quite alot of concern really.  A step or two back is a natural enough thing to do.  His scientific mind races as it takes it all in, "My God!  It /is/ made of bone!  BONE! An Aetherically animated ossein automaton!"

OOC - Got a 13 w/ Murphy's help.  And a 5S for my Card.

I can take on 2 Adders if you like?  Roll fear tor them?

21:58, Today: Augustus Spotswood drew the single card: 5S using the Deadlands system. Initiative!
21:56, Today: Augustus Spotswood rolled -2,12 using D6-5,d6-5, rerolling max with rolls of 3,(6+6+5)17. Fear!

This message was last edited by the player at 03:07, Tue 13 Nov 2012.
The Dust Adders
NPC, 85 posts
Ornery Thugs
P5 T5 Cha -2, Extra
Tue 13 Nov 2012
at 09:42
  • msg #39

Re: Chapter 16.1: The Serpent's Belly

The Dust Adders shout and scream as Carl is snatched into the air, but Murphy's warning seems to keep them from breaking and running in panic. They're still clearly scared, but at least they don't break and run.

"Shaw!" Ward shouts at Tex. "Break Allans out of that thing's grip!"

((OOC: The Bone 'Glom rolls his Fighting check. he has a +4 bonus from The Drop (and for having a ton of limbs to hold Carl with)

20:03, Fri 09 Nov: Bone 'Glom rolled 8,6 using d12+4,d6+4, rerolling max with rolls of 4,2. white chip. Carl is still held, but he's not Shaken.

Mad Irish Murphy now has Tex, and Augustus is now running Heavy Henry and Ned. Make sure you check the stats of your new characters...I've made a couple changes.

I'll roll a group check for the Dust Adders, Tex and Dr. Ward,

22:54, Today: The Dust Adders rolled -5,-1 using d6-6,d6-6, rerolling max with rolls of 1,5. Fear! Fail. They start the fight Shaken.

23:00, Today: The Stray, on behalf of Tex, rolled 7,-3 using d6-4,d6-4, rerolling max with rolls of (6+5)11,1. Fear Check. Pass.

23:01, Today: Dr. Dexter Ward rolled 4,0 using d10-2,d6-2, rerolling max with rolls of 6,2. Fear Check. Pass.

Ward's Card: RJ! Nice. ))


Turn Order:
Dr. Ward and the Dust Adders: RJ! (oh hold until Murphy and Tex resovle their actions)
Mad Irish Murphy and Tex: AH (Tex has 1 White chip and 1 Red chip)
Bone 'Glom: AH
Carl Allans: KC
Augustus Spotswood and Dust Adders: 5S (The Dust Adders have 3 white chips to split between them)


Murphy, you get a chance to interrupt the Bone 'Glom's action. Roll Agility for both you and Tex. This is an opposed roll against the 'Glom. Whoever roll highest goes first.

Tex
player, 21 posts
Giant Muscle
P7 T10(2) W0 F0 B2 Cha-4
Tue 13 Nov 2012
at 18:41
  • msg #40

Re: Chapter 16.1: The Serpent's Belly

"Happy to, Doc!" Tex growls. The giant moves in closer to the 'glom, the only one doing so right now.



19:40, Today: Tex rolled 3,5 using d6,d6, rerolling max with rolls of 3,5. Agility.
19:41, Today: Mad Irish Murphy rolled 3,1 using d8,d6, rerolling max with rolls of 3,1. Agility.

Tex might go first. I'll update the post once the Agility has been resolved.


This message was last edited by the player at 18:42, Tue 13 Nov 2012.
Bone 'Glom
NPC, 2 posts
Wendell Mine Abomination
P8 T15 W0 F0 B2
Sun 18 Nov 2012
at 07:32
  • msg #41

Re: Chapter 16.1: The Serpent's Belly

The vaguely humanoid mass of bones reacts to Tex's movements by coiling around Carl like a snake, and then slithering back through the hole it came from...dragging the poor Dust Adder with it!

((OOC: 00:08, Today: Bone 'Glom rolled 6,3 using d10,d6, rerolling max with rolls of 6,3. Agility. The Bone 'Glom will be going first. Tex acts second, Murphy acts third.

The Bone 'Glom moves back up the corridor, pulling Carl with it. The Bone 'Glom's Pace is 8, and it can ignore the difficult terrain of the mine. Tex, already starting a fair distance away, is not going to be able to reach it in one round, even if he Runs. To hit it, he'd need a ranged weapon, like his dynamite or a good solid rock. The Bone 'Glom is a Large-Sized target, so any attack made against it gets a +2 bonus (which may cancel out medium range penalties for improvised weapons).

As the Bone 'Glom drags Carl through the hole, it attempts to crush him. It uses all its limbs to keep him held, so it gets a Gang-up bonus for each set of limbs (up to +4).

00:26, Today: Bone 'Glom rolled 15,8 using d12+4,d6+4, rerolling max with rolls of 11,4. Hug and squeeze and call him George! Carl, make an opposed fighting roll against that or take damage.))

Up Next: Tex and Murphy!
Carl Allans
player, 475 posts
The Quiet One
P6 T6 Cha 0
Sun 18 Nov 2012
at 10:23
  • msg #42

Re: Chapter 16.1: The Serpent's Belly

[[ 10 with his red chippit; alas, it keeps its raise. ]]
Tex
player, 22 posts
Giant Muscle
P7 T10(2) W0 F0 B2 Cha-4
Sun 18 Nov 2012
at 19:57
  • msg #43

Re: Chapter 16.1: The Serpent's Belly

"Fuck!"
Tex runs forward, picking up a sizeable chunk of rock along the way. The giant weighs it, then flings it forward.

Moving six inches, then throw the damn rock...
20:55, Today: Tex rolled 20,3 using d8,d6, rerolling max with rolls of (8+8+4)20,3. Throwing a rock.
... and that's a solid hit!
20:56, Today: Tex rolled 10,1,2 (total 13) using d12+1,d4,d6, rerolling max with rolls of 9,1,2. Rock damage.
Guessing the rock does d4 damage.
And that breaks a few useless knuckles or something, I guess.

Mad Irish Murphy
player, 183 posts
Irish Dust Adder
P6 T5 W0 F0 Cha 0 W6R1B0
Sun 18 Nov 2012
at 20:03
  • msg #44

Re: Chapter 16.1: The Serpent's Belly

"CARL!!!" Murphy yells out, sees the rock fly over his head and stares for a second at the hole that thing dragged his friend in.

What ya gonna do now, lad?

That is quite the conundrum, my dear fellow.


"Fuck the conundrum." Murphy's voice is cold. There's only one thing to do, Dad. You raised me that way.
Murphy spits, then clambers up the rocky slope.
"Hold on, Carl, I'm coming!"

21:01, Today: Mad Irish Murphy drew the 2 cards: 3S, KS using the Deadlands system. Initiative, Level headed.

21:02, Today: Tex drew the single card: 6S using the Deadlands system. Initiative.

Dr. Dexter Ward
NPC, 134 posts
Southern Gentleman
P4 T5 W0 F0 B2 Cha+4
Mon 19 Nov 2012
at 07:10
  • msg #45

Re: Chapter 16.1: The Serpent's Belly

some mood music

As Tex's throw misses and Murphy dive into the hole, Dr. Ward kneels, draws a piece of chalk from his waistcoat, and begins scratching something that looks like an incredibly complex equation into the rocks.

As the bone thing tries to slither further down the corridor with its prize, Carl feels the bones rip and tear his clothes, stabbing him, bludgeoning him, trying to crush the life from him...

Dr. Ward finishes the formula (which seems to resemble a pentagram from certain angles), fishes out a small needle, strips off one of his gloves, and pricks his finger. He mutters something in Latin and flicks a drop of blood on the equation. It flashes briefly, and then vanishes.

As Murphy clambers down the stone passage, trying to keep up with the bone thing, he watches in shock as a dozen glowing serpents spring out of the rock and wrap around the constituent bones that make up the ossified automaton. For an instant, the creature halts, and the snakes might hold it long enough for Carl to wiggle free...but then the spectral serpents all look at each other as one, and uncoil, allowing the bone conglomerate loose. The snakes slither back into the rock.

((OOC: The Bone 'Glom only gets strength damage plus Raise damage on this, as it's part of the grapple.

15:47, Today: Bone 'Glom rolled 13,1 using d12+2,d6, rerolling max with rolls of 11,1. damage (with Raise). 14 damage total, which is a Shaken and 2 wounds for Carl unless he soaks.

Dr. Ward takes this time to act, casting a spell to keep the Bone 'Glom from slithering even further away.

23:44, Today: Dr. Dexter Ward rolled 20,5 using d10+2,d6+2, rerolling max with rolls of (10+8)18,3. Spellcasting.

The 'Glom gets an agility roll to resist. A 20 is going to be difficult to beat.

23:51, Today: Bone 'Glom rolled 17,1 using d10,d6, rerolling max with rolls of (10+7)17,1. Agility. Yikes. Almost enough...it will spend a Red chip.

23:51, Today: Bone 'Glom rolled 2 using 1d6, rerolling max with rolls of 2. red chip. So close...it will spend one of the GM's red chips.

23:52, Today: Bone 'Glom rolled 2 using 1d6, rerolling max with rolls of 2. another red chip. And that will do it. Ward's spell fails.

The Dust Adders are still On Hold.

Card for next round: 10C))

Up next: Carl!
Carl Allans
player, 476 posts
The Quiet One
P6 T6 Cha 0
Mon 19 Nov 2012
at 08:49
  • msg #46

Re: Chapter 16.1: The Serpent's Belly

Carl's world has currently been reduced to a very small space and the urgent need to get out of it. Everything else burnt out of his brain by the surge of sheer claustrophobe terror, he uses every point of leverage he can get to twist, kick, bite, shove, dig, aiming for nothing beyond gaining the space beyond the bone.

[[08:24, Today: Carl Allans rolled 3,0 using d8-2,d6-2, rerolling max with rolls of 5,2. soak attempt. should probably be -4, actually, but I leave that to you...drew that Joker chip, it was a red, spent it:
08:31, Today: Carl Allans rolled 9 using 1d6, rerolling max with rolls of (6+3)9. red chippit. ->12 So he gets his go.

At this rate, Carl'll end up naked by the time he finds the shaman...08:38, Today: Carl Allans rolled 12,2 using d10-2,d6-2, rerolling max with rolls of (10+4)14,4. squirm!
init. JS]]

Bone 'Glom
NPC, 3 posts
Wendell Mine Abomination
P8 T15 W0 F0 B2
Tue 20 Nov 2012
at 06:57
  • msg #47

Re: Chapter 16.1: The Serpent's Belly

Carl's kick, bites, and squirms are stymied by the constantly shifting nature of the monster's grip, but he's able to smash through the ribcage hand that currently grips him.

Free!

But his joy is short-lived, as he sees a pair of bloody, demonic skeletons shambling his way, and the bone thing behind...

((OOC: So no wounds for Carl.

The Bone 'Glom attempts to keep hugging Carl...

23:51, Today: Bone 'Glom rolled 7,3 using d12+2,d6+2, rerolling max with rolls of 5,1. Strength! That's a fail.

Carl is free, and he beat the Bone 'Glom's roll with a Raise, so he gets an action. If he tries to run, he'll draw a free attack from the thing, which might just land him back in the same soup he just escaped.))

Carl Allans
player, 477 posts
The Quiet One
P6 T6 Cha 0
Tue 20 Nov 2012
at 08:45
  • msg #48

Re: Chapter 16.1: The Serpent's Belly

Carl scrambles down to the rock floor clamping his hat to his head, breath coming hot and fast.

[[which side of the 'Glom was he dropped and are there tunnels leading on from here? If he can continue to head towards where the shaman will be and draw the scary thing away from his pack towards the Injuns, he will run that way - full-defensively if possible.]]
Bone 'Glom
NPC, 4 posts
Wendell Mine Abomination
P8 T15 W0 F0 B2
Wed 21 Nov 2012
at 07:11
  • msg #49

Re: Chapter 16.1: The Serpent's Belly

some mood music

Carl scrambles away from the bone thing, heading deeper into the tunnel. The monster rips at his back, but his shirt rips, leaving Carl barechested but unharmed as he runs deeper into the mine.

It's dark, and he can't see, but he knows that just beyond the cave-in was the beating heart of the Wendell Mine, the chamber where the mine tunnels branched out deeper into the earth beneath Blackthorn and all the mine cart rails met.

He feels the space around him suddenly expand, and he knows he's reached the rail chamber. Something long and branch-like rattles as he stumbles over it...and suddenly, Carl knows, even without being able to see, that this is where the miners died. those miners not buried by the rocks gathered right here, and screamed, begged, pleaded for rescue...and then, when rescue didn't come, they gathered here to die...

The rattling gets stronger. Could there be more than one of those things?

"Carl...Carl..." The ghostly whisper surrounds him. "You're with us at last...at last...and here you will stay...forever..."

((OOC: 23:53, Today: Bone 'Glom rolled 6,11 using d12,d6, rerolling max with rolls of 6,(6+5)11. Fighting! Even with a Full Defense, that's a hit (though not a raise).

Luckily for Carl, it only rolls 5 damage against him (pretty much the minimum) and so while he takes a hit, he can keep going.

It is pitch black in this tunnel. He's at -4 to hit anything if he's attacked here, which stacks with the Phobia penalty.))


Up Next: Ausgustus Spotswood and the Dust Adders!
Augustus Spotswood
player, 294 posts
Scientist! 1W2R2B1L
P2T6F/W/ C -2
Fri 23 Nov 2012
at 16:53
  • msg #50

Re: Chapter 16.1: The Serpent's Belly

Everything happens so fast in these sorts of situations.  And these sorts of situations were becoming a regular occurrence.   Augustus really had no idea how he kept getting caught up in these things.  But, a man of New Science stands ever ready and once more heads into the breach.  He charges after the beast with Murphy, though he takes a moment to raise his sonic gun to his shoulder and snap a shot off at the thing.  The weapon's hum whirls up to a scream that ripples through the stagnant mine air towards the beast....

OOC - Shooting 8 vs. Glom Agility.

11:31, Today: Augustus Spotswood rolled 8,5 using D6,d6, rerolling max with rolls of (6+2)8,5. Disruptor Entangle Shot!


"Spanish" Joe just couldn't get past it.  He'd grown up on stories of the spirits.  He'd seen a few things that made him wonder...especially lately....   But this bone...thing....    It made a man question his life choices...

By contrast, Henry was never much for thinking things through.  Taking a firm grip on his hotgun, he trundles off after his fellow Adders and into the rubble-strewn shaft, "We're comin'....*huff* Carl!"  Of course, despite his fervor he's still slower than the rest.

Ned made sure the others were charging ahead first before he started making his way after at the rear.   No need to rush ahead.  He held the lantern high and drew his Colt.

OOC - 11:44, Today: Dust Adders rolled 9,14,1 using D6,d6,d6, rerolling max with rolls of (6+3)9,(6+6+2)14,1. Henry, Ned, Joe - UnShake.

11:54, Today: Augustus Spotswood drew the single card: AC using the Deadlands system. Initiative! 

This message was last edited by the player at 16:54, Fri 23 Nov 2012.
Mike Bennett
NPC, 10 posts
Dust Adder
P5 T5 F0 Extra
Sat 24 Nov 2012
at 22:36
  • msg #51

Re: Chapter 16.1: The Serpent's Belly

Mike dithers. There's the urge to hare up to the front of the conflict without light or any way to contain the monster's striking power and try to wrest Carl back, which was doubtless the Bone Walker's brute plan...and definitely what Jesse would've done, leaving Ward to fend for himself. On the other hand, Carl being Carl, he'd want them to keep control of the situation and leave someone to guard Ward...

[[All right, takin' Mike...you sure he's a Wild Card, Stray? I don't recall so...
21:53, Today: Mike Bennett rolled 1,1 using d6,d6, rerolling max with rolls of 1,1. unshake? Mike does not unshake anyway. *amused*
init. 8D if needed]]

Bone 'Glom
NPC, 5 posts
Wendell Mine Abomination
P8 T15 W0 F0 B2
Sun 25 Nov 2012
at 07:32
  • msg #52

Re: Chapter 16.1: The Serpent's Belly

The bone 'Glom quivers as the rippling harmonic wave passes through it. It certainly seems to be moving slower now...the harmonics have interfered with the ossified automaton's aetheric composite structure, no doubt. But it holds together, and now it's turned several of its heads back down the tunnel, to the now vulnerable Murphy and Spotswood.

((OOC: The Bone 'Glom attempts to resist the Entangle effect.

00:18, Today: Bone 'Glom rolled 7,4 using d10,d6, rerolling max with rolls of 7,4. Agility.

That's Partial Restraint. The Bone 'Glom loses 2 Pace and has a -2 on Agility and Smarts-based skills until it can shake it off.))



Turn Order:
Augustus and the Dust Adders: AC (The Dust Adders have a -1 Dim Light penalty to hit, and the Bone Glom have cover from Murphy and Spotswood.)
Mad Irish Murphy: KS
Dead Miners: KS (Carl can here them, but he's in pitch darkness. Any attacks he makes will be at -4 until he can get light)
Carl: JS
Dr. Ward: 10C
Bone 'Glom: 9S
Mike: 8D
Tex: 6S

Augustus Spotswood
player, 295 posts
Scientist! 1W2R2B1L
P2T6F/W/ C -2
Sun 25 Nov 2012
at 17:54
  • msg #53

Re: Chapter 16.1: The Serpent's Belly

Augustus quickly adjusts a dial on his weapon, remarking, "Amazing....   The aetheric resonance animating it is most resilient!"  Lifting the weapon, his voice drops to a mutter, "No we cam't run...  Think of all we could learn...."   The weapon spins up to a slightly louder hum of re-tuned harmonics before once more releasing the scream...

Henry charges into the tunnel and brings his shotgun up.  The dim light and shadows don't make it easy, not mention not wanting to blast Murphy in the back.  The shot peppers the mine roof, sending rockdust and shards raining down.  "Dammit Murphy!  Get outta the way?!"

Ned steps aside to make sure Tex's way is clear, then opts to take aim at the thing.  Of course  where to aim on a monster like that is a good question.....

Joe drifts back closer to Ward, still not much on the idea of running into the dark to shoot at a horrifc beast that should not be....   Not a bad plan really.

OOC - Augustus - 4 to Entangle again, so a Raise is Doubtful.  Henry - A 3 to Hit, Joe - 3 to UnShake, Ned - Aiming

Initiative QD

12:32, Today: Augustus Spotswood drew the single card: QD using the Deadlands system. Initiative!
12:30, Today: Augustus Spotswood rolled 3,3 using D6,d6, rerolling max with rolls of 3,3. Joe - Unshake, Henry - Shotgun Blast.
12:29, Today: Augustus Spotswood rolled 4,2 using D6,d6, rerolling max with rolls of 4,2. Disruptor Entangle!

This message was last edited by the player at 17:55, Sun 25 Nov 2012.
Mad Irish Murphy
player, 184 posts
Irish Dust Adder
P6 T5 W0 F0 Cha 0 W8R1B0
Sun 25 Nov 2012
at 19:03
  • msg #54

Re: Chapter 16.1: The Serpent's Belly

"Jesus Christ, Henry, you heard anything about aiming, you daft horseshoe?!"
Murphy ducks from the small pebble rainshower, then sprints on.
What to do, what to do? Shoot the bloody thing with me pistol? And what exactly do I aim for with all them bones?

Suddenly, he has an idea. A crazy one. There was an old tune... Not sure if it would do any good, but it might draw the thing's attention away from Carl, toward the guys with the bigger guns.

He opens his mouth and starts singing!
"Boney was a warrior... a warrior, a terrier... Boney was a warrior, in Corsica he wished he'd stayed...!"

He didn't remember all of the lyrics, but hell, it was worth a try.

20:02, Today: Mad Irish Murphy rolled 4,5 using d6,d6, rerolling max with rolls of 4,5. Taunt. Hm. I'm throwing in a white chip, maybe get some more.
20:03, Today: Mad Irish Murphy rolled 2,4 using d6,d6, rerolling max with rolls of 2,4. Taunt, white chipped.
Nope, stays at 5.

EDIT:Forgot the card draw...
21:20, Today: Mad Irish Murphy drew the 2 cards: 9H, 2D using the Deadlands system. initiative, level headed.

This message was last edited by the player at 20:21, Sun 25 Nov 2012.
Dead Miners
NPC, 4 posts
Angry specters
P7 T8 F0 Cha -- Extra
Tue 27 Nov 2012
at 05:25
  • msg #55

Re: Chapter 16.1: The Serpent's Belly

The air ripples as the sonic waves pound the bone thing, but they seem no more effective than the last attack. The thing shudders, but continues lurching toward them.

Murphy's taunt, though, seems much more effective. The thing stops, and several of the heads within the bone mass turn his direction. Well, he's got it's attention, at the very least.

((OOC: The Bone 'Glom attempts to resist the second barrage of sound. It has a -2 penalty from the first restraint attempt.

22:02, Today: Bone 'Glom rolled 3,9 using d10-2,d6-2, rerolling max with rolls of 5,(6+5)11. Resisting magic. Nope. The Sonic Disruptor fails to stop the dude.

It also has to deal with the Taunt. It's immune to Fear and Intimidation, but apparently not Taunts, and thanks to the Trapping of Augustus' power, it has a -2 penalty to resist this, too.

22:04, Today: Bone 'Glom rolled -1,3 using d4-2,d6-2, rerolling max with rolls of 1,5. Smarts. That's a Fail. Murphy gets a +2 to his next action against the thing.))

The rattling bones around Carl begin to laugh. Syrupy, bitter, mocking cackles and catcalls surround Carl as the rattling bones close in...

((OOC: the Dead Miners can see in the dark just fine, so they suffer no penalties to attacks. But most of them decide to hang back. Carl is subjected to a group Intimidate Test of Wills, and also needs to make a Fear Check for being dropped into his Worst Nightmare.

Intimidate: 22:11, Today: Dead Miners rolled 5,5 using d8,d6, rerolling max with rolls of 5,5. Intimidate. Carl, please roll to resist.

Fear check: -6 Deadland, -1 creature's Fear penalty, + Grit.

The rest of the Dead Miners will go after Carl makes these checks.))

Carl Allans
player, 478 posts
The Quiet One
P6 T6 Cha 0
Tue 27 Nov 2012
at 09:06
  • msg #56

Re: Chapter 16.1: The Serpent's Belly

Carl crouches and bares his teeth at the dark, aware that no amount of being still and silent will disguise the only warmth and heartbeat in the chamber.

[[Heh, well, no getting out of the situational this time...that would be -11 +3, right?
08:54, Today: Carl Allans rolled -6,2 using d8-8,d6-8, rerolling max with rolls of 2,(6+4)10. fear!
08:54, Today: Carl Allans rolled 4 using 1d6, rerolling max with rolls of 4. blue add. -> 6

08:58, Today: Carl Allans rolled 1,-1 using d8-4,d6-4, rerolling max with rolls of 5,3. resistance! ...and no better with a white, so...do they do anything this round, or can he go?]]

This message was last edited by the player at 09:59, Tue 27 Nov 2012.
Dead Miners
NPC, 5 posts
Angry specters
P7 T8 F0 Cha -- Extra
Wed 28 Nov 2012
at 17:03
  • msg #57

Re: Chapter 16.1: The Serpent's Belly

As Carl crouches, he feels skeletal finger bones digging into his flesh...

((OOC: Amazingly, Carl succeeds on the Fear check, so he doesn't suffer any trouble from that. But he fails the Intimidate check, and they got a Raise, so the dead miners get +2 on other next action against him and he is Shaken.

One of the Dead Miners isn't laughing at him...it attacks him from the side. It has Improved Frenzy, so it can attack with no penalty, but it's also an Extra, so it has no Wild Die.

09:57, Today: Dead Miners rolled 6,4 using d10,d10, rerolling max with rolls of 6,4. Hit.

10:00, Today: Dead Miners rolled 4,10 using d8,d6, rerolling max with rolls of 4,(6+4)10. Damage. 14 damage total, which is 2 wounds for Carl unless he soaks.

Dead Miners: JD))

Carl is up next!
Carl Allans
player, 479 posts
The Quiet One
P6 T6 Cha 0
Wed 28 Nov 2012
at 18:13
  • msg #58

Re: Chapter 16.1: The Serpent's Belly

Something cracks; Carl is forced down further with a near silent sob/bark of pain, catching himself on his free hand.

[[17:32, Today: Carl Allans rolled 1,0 using d8-4,d6-4, rerolling max with rolls of 5,4. last white chippit. Carl does not soak. What is the d6 there, by the way? Undead strength?
17:43, Today: Carl Allans rolled -5,-2 using d8-6,d6-6, rerolling max with rolls of 1,4. epic unshake attempt. Hm. Would you be a very generous GM and let me use Karma Thief - on the nearest enemy wildcard - here? Should've used it on the soak, I know, but I have the stupids today. ]]

This message was last edited by the player at 23:12, Thu 29 Nov 2012.
The Stray
GM, 2200 posts
The Marshal
'round these parts
Wed 28 Nov 2012
at 20:48
  • msg #59

Re: Chapter 16.1: The Serpent's Belly

In reply to Carl Allans (msg # 58):

((OOC: That's correct. The d6 is for a natural weapon. The only one you can steal chips from right now is the GM, so you get 1 Red chip from my stash.))
Carl Allans
player, 480 posts
The Quiet One
P6 T6 Cha 0
Wed 28 Nov 2012
at 21:11
  • msg #60

Re: Chapter 16.1: The Serpent's Belly

[[Right, I use it to unshake a somewhat injured Carl, then. *gives chip back again* He will Defend and move away along the tracks, towards sound if there is any, using the zombies' numbers against them. Come on, lad, let's see how far you get...]]

Carl takes in a couple of harsh breaths, dimly aware his right collarbone feels wrong in that hot, dull way that usually indicates a fracture. Then he lashes out at the bones flensing his shoulder and back and puts all his strength and weight into lunging forward, taking advantage of the momentum of rising.

[[init. 9D]]
Dead Miners
NPC, 6 posts
Angry specters
P7 T8 F0 Cha -- Extra
Wed 28 Nov 2012
at 21:58
  • msg #61

Re: Chapter 16.1: The Serpent's Belly

((OOC: 14:54, Today: Dead Miners rolled 3 using 1d10, rerolling max with rolls of 3. Free attack.))

Carl manages to just barely escape the circle of walking dead, and runs along the track...only to find that the track splits three ways, and the only sound he can hear right now is the blood pumping in his veins and the sickly cackle of the dead.

((OOC: You have three directions you can go. Left, Center, Right. Which way do you go?))
Carl Allans
player, 482 posts
The Quiet One
P6 T6 Cha 0
Wed 28 Nov 2012
at 22:21
  • msg #62

Re: Chapter 16.1: The Serpent's Belly

Carl stumbles on, guided by the tracks underfoot, forcing himself against instinct because the Snake is in his mind, pushing deep enough to shred his senses, and wherever it doesn't want him to be is probably where he ought' get to. Breathing throws a collar of fire all around his upper right side and his back is wet with what might be sweat, blood, or both, but he keeps going.

I don't belong here.


[[Straight on, 'cause he really wants to go right/nearer out and is half-sure left leads to a drop...]]

Dr. Dexter Ward
NPC, 135 posts
Southern Gentleman
P4 T5 W0 F0 B2 Cha+4
Fri 30 Nov 2012
at 18:28
  • msg #63

Re: Chapter 16.1: The Serpent's Belly

"Of course. I should have known." Dr. Ward mutters to himself as he draws a small silver platter and a flask from his medicine bag. "Most of my deals are with Tezcatlcoatl's Brood. They want to see their master released. I won't be able to call on their aid. Thankfully, I have some tricks of my own."

He pours water from the flask into the dish, and waves his silver pendant over it. The water in the dish swirls, then boils, then explodes, drenching Ward.

"Hmm." He mutters. "A very powerful Entity animates it. This will be tricky."

As Murphy continues his taunt and Augustus adjusts his device for another shot, the bone thing bursts into motion. A dozen bony arms whip and flail at the two. It doesn't seem interesting in carrying them off but in tearing them apart!

Augustus takes a blow to the temple that sends him reeling back, while Murphy is lifted into the air. The monster then begins to pull, yanking Murph's limbs from their sockets...

((OOC: Dr. Ward muses about why his spell failed and tries another, one that isn't dependent on deals made with the spirits. He's casting Analyze Foe on the Bone 'Glom, to figure out the best way to beat it.

11:01, Today: Dr. Dexter Ward rolled 6,1 using d10,d6, rerolling max with rolls of 6,1. Spellcasting. This is opposed by the 'Glom's Spirit.

11:03, Today: Bone 'Glom rolled 11,5 using d12,d6, rerolling max with rolls of 11,5. The Bone 'Glom fights off the scrying.

The Bone "Glom moves to attack Murphy and Augustus. It spends two attacks against Murphy and three against the one shooting it with annoying harmonics. Mods: -2 (Entangle), +1 (Gang-up on Murphy), +2 (Gang-up on Augustus)

Attack vs. Murphy: 11:12, Today: Bone 'Glom rolled 7,4 using d12-1,d6-1, rerolling max with rolls of 8,5. Fighting! Hit.

11:14, Today: Bone 'Glom rolled 9,13 using d12+2,d4, rerolling max with rolls of 7,(4+4+4+1)13. Damage 1. Total of 22(!) damage. That's a Shaken and 4 wounds for Murphy unless he Soaks.

Attack vs. Augustus: 11:13, Today: Bone 'Glom rolled 3,5 using d12,d6, rerolling max with rolls of 3,5. Fighting! Hit.

11:15, Today: Bone 'Glom rolled 10,3 using d12+2,d4, rerolling max with rolls of 8,3. Damage 2. That's a total of 13 Damage. That's a Shaken and 1 Wound for Augustus unless he soaks.

Dr. Ward: JS
Bone 'Glom: 9H))

Up Next: Mike, and Murphy and Augustus need to try to soak.
This message was last edited by the player at 18:29, Fri 30 Nov 2012.
Mad Irish Murphy
player, 186 posts
Irish Dust Adder
P6 T5 W0 F0 Cha 0 W5R1B0
Fri 30 Nov 2012
at 19:41
  • msg #64

Re: Chapter 16.1: The Serpent's Belly

These three chips were totally worth it.
Down to 5 of those bad boys now.

20:37, Today: Mad Irish Murphy rolled 23,5 using d6,d6, rerolling max with rolls of (6+6+6+5)23,5. White chip 3, soaking.
20:37, Today: Mad Irish Murphy rolled 5,5 using d6,d6, rerolling max with rolls of 5,5. White chip 2, soaking.
20:36, Today: Mad Irish Murphy rolled 3,1 using d6,d6, rerolling max with rolls of 3,1. White chip 1, soaking.


Murphy tries to dodge away, but is too slow and is snatched up by the thing.
"I had to catch his bloody attentionnnnnnnnnn..." he chastises himself, that last syllable drawn out as the bone thing tries to pull him several inches longer.
Then, both his boots slip off his feet and the sudden motion is enough to get the thing off balance, releasing the Irishman again.
Murphy lands on his keister and can't help but laugh, as he crawls backwards.
Mike Bennett
NPC, 11 posts
Dust Adder
P5 T5 F0 Extra
Sat 1 Dec 2012
at 18:14
  • msg #65

Re: Chapter 16.1: The Serpent's Belly

Mike fingers the cross about his throat and makes a decision. "Sir, I reckon you should maybe move back," he tells Ward, then steps up to the large hole and stares in, his eyes adjusting in time to see Murphy's brush with horrible death. Something else, too.

"Hey! It done dropped Carl already - don't chase it where it's strongest. Y'all back up! There's some point it don't chase you past...Tex, Tex! Remember! Last time, with the Yankees...we get it that far you can use one o' them boomsticks what you're not allowed to use here 'cause of the Rock. Draw it this way!"


[[Mike Bennett rolled 4,3 using d6,d6, rerolling max with rolls of 4,3. unshake? Yup.
08:05, Today: Mike Bennett rolled 7,1 using d6,d6, rerolling max with rolls of (6+1)7,1. Notice? Probably 5 due to one-lamp lighting, but still. Did he have a weapon drawn or do I need to do that?

init. 7H]]

The Stray
GM, 2207 posts
The Marshal
'round these parts
Mon 3 Dec 2012
at 03:29
  • msg #66

Re: Chapter 16.1: The Serpent's Belly

((OOC: All the Dust Adders had weapons of some kind drawn when this fight started...which weapon did you want to have in hand?))
Tex is up next!
Tex
player, 23 posts
Giant Muscle
P7 T10(2) W0 F0 B2 Cha-4
Mon 3 Dec 2012
at 19:53
  • msg #67

Re: Chapter 16.1: The Serpent's Belly

Sure, will do... the giant muscle growls and picks another rock the size of Murphy's head.

Come here you fucker!
He throws the rock at the creature, pushing out a few bone fragments and splinters without hurting the thing. But of course, the goal was only to draw it where Mike pointed.


Yeah... no damage.
20:51, Today: Tex rolled 3 using 1d6, rerolling max with rolls of 3. potential raise.
20:51, Today: Tex rolled 4,1 using d12+1,d4, rerolling max with rolls of 3,1. Stone damage.
20:53, Today: Tex drew the single card: JH using the Deadlands system. Initiative.


This message was last edited by the player at 19:54, Mon 03 Dec 2012.
The Stray
GM, 2208 posts
The Marshal
'round these parts
Tue 4 Dec 2012
at 06:22
  • msg #68

Re: Chapter 16.1: The Serpent's Belly

"I can discover how to destroy this thing." Ward mutters at Mike's urging to move. "I just need more time..."

But time is swiftly running out. The rock Tex threw caught the Bone Thing's attention, but Murphy and Augustus are still between it and the larger passageway....


Turn Order:
Augustus and the Dust Adders: QD (needs to Soak 1 Wound)
Dr. Ward: JS
Tex: JH
Dead Miners: JD
Murphy: 9H (has +2 bonus against Bone 'Glom from taunt)
Bone 'Glom: 9H
Carl: 9D (he's running into darkness, so he is not pictured on the current map)
Mike: 7H

Augustus Spotswood
player, 296 posts
Scientist! 1W2R2B1L
P2T6F/W/ C -2
Tue 4 Dec 2012
at 15:43
  • msg #69

Re: Chapter 16.1: The Serpent's Belly

The bony arms thunk sickeningly against the frail scientist's head, cracking it to the side.  The kind of blow to the head that folks fidn't usually get back up from.   But, unbelievably, Augustus turns to look back again at the thing (his neck cracking back into place as he does).  His thumb toggles a switch on his weapon, as he lowers it to fire from the hip.  This time, it shouts a short, deep, thudding blast of solid sound into the 'glom.  "Get back....you...you...."

Ned takes his shot when an opportunity presents, putting his round neatly into the things bony mass.  Of course, it probably won't do much good.   Lucky Mike has an idea that involves retreating without having to look as scared as he felt, "Gotcha, Mike....  We'll try to draw it back...."  He then headed back towards the others, not much caring if it followed to be honest.

Henry, on the other hand, gets distracted by all the conflicting ideas, pulling the trigger on his shotgun at the /wrong/ time.....

Joe, having stated back anyway, continues to "guard" the Doctor.

OOC - Augustus soaked 1 wnd and therefore the Shaken.  Pummel hits, 'Glom resists with a simple strength roll at -2 (For the Raise)

Ned hit with a 5 for 19 Damage

Henry rolled a 1....so either his shotgun breaks or he his an ally....or both

Joe fails again to Unshake and I'm okay with that.

10:24, Today: Dust Adders rolled 19 using 2d6+1, rerolling max with rolls of (6+4)10,(6+2)8. Ned - Colt Damage.
10:24, Today: Dust Adders rolled 3 using 1d6, rerolling max with rolls of 3. Joe - Unshake.
10:23, Today: Dust Adders rolled 5,1 using D6,d6, rerolling max with rolls of 5,1. Ned - Aimed Colt, Henry - Shotgun, j.
10:19, Today: Augustus Spotswood rolled 11,3 using D6,d6, rerolling max with rolls of (6+5)11,3. Shooting - Pummel!
09:58, Today: Augustus Spotswood rolled 7,2 using D8,d6, rerolling max with rolls of 7,2. Vigor to Soak.

10:43, Today: Augustus Spotswood drew the single card: RJ! using the Deadlands system. Initiative.

This message was last edited by the player at 15:45, Tue 04 Dec 2012.
Bone 'Glom
NPC, 6 posts
Wendell Mine Abomination
P8 T15 W0 F0 B2
Thu 6 Dec 2012
at 08:13
  • msg #70

Re: Chapter 16.1: The Serpent's Belly

The wave of sound Augustus sent at the misbegotten ossified miscreant doesn't seem to do anything more to it than annoy it, but then Ned's shot strikes true and the Bone Thing falls to pieces. Whatever animating force held it together seems to have retreated.

Henry's shotgun misfires, the hammer falling on a dead round. He'll have to clear it, but otherwise his gun is fine.

Dr. Ward pour more water into his silver dish and consults it, but ends up just as wet as last time.

"Be warned! The entity animating those bones has not fled!" he says. "Until we search the thing's lair, we won't be able to destroy it, not permanently. The secret to being rid of the Conglomerate must lie in that tunnel...and we have to save Mr. Allans if we can! Tex, change of plans. Start snapping those bones. The fewer martial it has to work with when it reforms, the better."

((OOC: The Bone 'Glom has a d12+2 strength, -2 for Agustus' Raise on the Pummel.

00:48, Today: Bone 'Glom rolled 10,5 using d12,d6, rerolling max with rolls of 10,5. Resisting Pummel. That's a success.

19 damage is enough to cause a wound. I opt to save chips, so the Bone fiend doesn't soak. The wound causes the 'Glom to collapse, though every Dust Adder there knows that it's not dead.

We are still in Combat Rounds, because there's still the matter of the Dead Miners ahead of you.


Because the Bone 'Glom fell to Ned's excellent shot, there's no Innocent Bystanders for Heavy Henry to hit. His shotgun is NOT an El Cheapo weapon (it's well maintained, unlike his pistol, and thus does not have the El Cheapo tag), so it remains sound. The 1 is simply a misfire.

Dr. Ward attempts another Analyze Foe spell.

00:58, Today: Dr. Dexter Ward rolled 7,5 using d10,d6, rerolling max with rolls of 7,5. Spellcasting.

00:58, Today: Bone 'Glom rolled 15,8 using d12,d6, rerolling max with rolls of (12+3)15,(6+2)8. Opposed Spirit.

Again, the spirit resists his attempt to find a weakness, so he orders people to head into the now clear tunnel to rescue Carl.

Card for next round: KD))

Up Next: Tex!
Tex
player, 24 posts
Giant Muscle
P7 T10(2) W0 F0 B2 Cha-4
Thu 6 Dec 2012
at 09:40
  • msg #71

Re: Chapter 16.1: The Serpent's Belly

Tex growls for an answer and runs forward, picking up the largest bone it can find, his muscles bulging as he tries to bend the bone to it's breaking point - but even Tex Shaw has difficulty doing so.

10:38, Today: Tex rolled 3,2 using d12+1,d6, rerolling max with rolls of 2,2. Bone-a-snappin'.
10:40, Today: Tex drew the single card: RJ! using the Deadlands system. Initiative.
Now that joker will come in handy breaking any bones.... :-)

Dead Miners
NPC, 7 posts
Angry specters
P7 T8 F0 Cha -- Extra
Fri 7 Dec 2012
at 07:07
  • msg #72

Re: Chapter 16.1: The Serpent's Belly

Carl hears a-rattlin' coming from behind him. He has no idea how many of those things are following him deeper into the depths of the Wendell Mine...but then, he had no idea how many there were to begin with.

This part of the mine, however, is riddled with tunnels. This was the worm-ridden heart of the mine, after all. The place deep beneath the earth where fortunes and death waited.

And now he's deep within the heart, with no idea where to go. If he's able to stick to the rail, it should lead somewhere...but will it lead closer to the snake? Or deeper away?

The dead men behind him continue to laugh, keeping him off balance. They don't pounce, don't rip him limb from limb, though by their gait Carl can tell that they can easily outpace him. What are they waiting for? Why don't they attack? Are they leading him into some sort of hellish trap? Or do they just know that eventually, Carl will tire, and then they can take their time...they have all the time in the world, after all.

((OOC: Some of the Dead Miners follow Carl deeper into the maze. They don't attack...they continue to Intimidate him to keep him off-balance and terrified. They get a +2 bonus for having already Intimidated him successfully before.

00:02, Today: Dead Miners rolled 7,9 using d8+2,d8+2, rerolling max with rolls of 5,7. Intimidate Test of Wills. These are separate Test of Wills. Carl will need to resist each one. Being Shaken means he won't be able to take Full Defence actions, though he can still move his Pace.

Also, make a Tracking roll, (-4, -2 for the complexity of the tunnels and -2 for the lack of light). Failure means you get lost.

Card: 3S))


Up next: Murphy, then Carl (since the Bone 'Glom is out of action at the moment)
Carl Allans
player, 483 posts
The Quiet One
P6 T6 Cha 0
Fri 7 Dec 2012
at 07:54
  • msg #73

Re: Chapter 16.1: The Serpent's Belly

[[07:40, Today: Carl Allans rolled -1,-4 using d8-6,d6-6, rerolling max with rolls of 5,2. being intimidated once.
07:41, Today: Carl Allans rolled 0,3 using d8-6,d6-6, rerolling max with rolls of 6,(6+3)9. being intimidated twice. Oo, look, a positive number!
07:38, Today: Carl Allans rolled -9,-14 using d4-16,d6-16, rerolling max with rolls of (4+3)7,2. getting very lost. Yeah...]]

The Stray
GM, 2215 posts
The Marshal
'round these parts
Fri 7 Dec 2012
at 08:10
  • msg #74

Re: Chapter 16.1: The Serpent's Belly

((OOC: How do you have a -16? it should be -2 (Default) -4 (phobia), -2 (Wounds), -4 (poor light and twisty maze). That's only -12))
Carl Allans
player, 484 posts
The Quiet One
P6 T6 Cha 0
Fri 7 Dec 2012
at 08:41
  • msg #75

Re: Chapter 16.1: The Serpent's Belly

[[oops, I must've read
quote:
make a Tracking roll, (-4, -2 for the complexity of the tunnels and -2 for the lack of light)
as -4 -2 -2, that is, as -8. Default, wounds and phobia also come to -8, but I'll cheerfully reroll at -12 if you like:

Carl Allans rolled -11,-5 using d4-12,d6-12, rerolling max with rolls of 1,(6+1)7. getting very lost. There you go. Carl literally can't navigate underground to save his life, and he's never been that far, so I'm not surprised.]]

This message was last edited by the player at 19:34, Fri 07 Dec 2012.
The Stray
GM, 2218 posts
The Marshal
'round these parts
Mon 10 Dec 2012
at 01:31
  • msg #76

Re: Chapter 16.1: The Serpent's Belly

((OOC: I think maybe it got lost, but it is Murphy's turn...))
Mad Irish Murphy
player, 187 posts
Irish Dust Adder
P6 T5 W0 F0 Cha 0 W6R1B1
Mon 10 Dec 2012
at 12:09
  • msg #77

Re: Chapter 16.1: The Serpent's Belly

Sorry, actually did miss that...

Murphy stands up, slowly.
"Well... Nice shot." he says over his back, not really sure who did place the shot.
He rummages through the bones until he finds his boots again and pulls them on.
Then it dawns on him.

"Where's Carl? Is he still out there, in the dark?"
Then he yells: "CARL! Come here, follow my voice! Everything's alright, mate, friends are here!"

Then he starts singing, if only to give Carl something to cling to... hoping that the echos won't distort the noise too much.

He can't be that far ahead... he's just somewhere up ahead in the dark...

When boyhood’s  fire was  in my  blood,
I read of ancient freemen.
For Greece and Rome who  bravely stood
Three hundred men and three men.

And then I prayed I yet might
See our fetters rent in twain
And  Ireland long a  province,
Be a nation once again.

A nation once again,
A nation once again
And  Ireland long a  province,
A nation once again.
...

The Stray
GM, 2219 posts
The Marshal
'round these parts
Mon 10 Dec 2012
at 20:20
  • msg #78

Re: Chapter 16.1: The Serpent's Belly

((OOC: I have no idea what to have you roll for that...Smarts + Charisma mod, -4 for the echos, perhaps?

Also, Card for next round?))

Mad Irish Murphy
player, 188 posts
Irish Dust Adder
P6 T5 W0 F0 Cha 0 W6R1B1
Mon 10 Dec 2012
at 20:38
  • msg #79

Re: Chapter 16.1: The Serpent's Belly

21:37, Today: Mad Irish Murphy rolled 5 using 1d6, rerolling max with rolls of 5. Singing! blue chip.
21:36, Today: Mad Irish Murphy rolled 1,-3 using d8-4,d6-4, rerolling max with rolls of 5,1. Singing! white chip.
21:36, Today: Mad Irish Murphy rolled -3,3 using d8-4,d6-4, rerolling max with rolls of 1,(6+1)7. Singing! white chip.
21:36, Today: Mad Irish Murphy rolled 1,-2 using d8-4,d6-4, rerolling max with rolls of 5,2. Singing!

Total 8

21:37, Today: Mad Irish Murphy drew the 2 cards: BJ!, 6C using the Deadlands system. Initiative, Level headed.

Dead Miners
NPC, 8 posts
Angry specters
P7 T8 F0 Cha -- Extra
Mon 10 Dec 2012
at 23:05
  • msg #80

Re: Chapter 16.1: The Serpent's Belly

The skeletons laugh even harder as Carl stumbles, staggers off the rail, and searches for it frantically. He feels them close in and is forced to move away from the safety of the rail and into the endless tunnels beyond. But underneath the rattle of the damn things, he hears an angelic voice singing, calling to him...He can find his way back to the bone chamber, at least.

As Murphy sings, he hears something rattling from the darkness ahead of him. Something is being called to his song, alright...

Carl and Mike are up next!
Mike Bennett
NPC, 12 posts
Dust Adder
P5 T5 F0 Extra
Tue 11 Dec 2012
at 00:30
  • msg #81

Re: Chapter 16.1: The Serpent's Belly

"Ned, gimmie that lantern an' guard Ward..." Mike says, frowning into the dark ahead as he joins the gang in the tunnel. "Or better...git him somewheres near he can magic mostly out o' danger, I think I hear critters." Deadders. None of them wanted to say it.

Gun aimed at the dark, lantern held low at the offhand, Mike comes up beside the Marvellous Singing Murphs and interrupts: "Hey, hey, Paddy -" Mike licks dry lips, trying to cover the movement ahead with his revolver as he flicks a glance to the Irishman at his side. "What in blazes were you two down here for, anyhow? Carl wouldn't go down here if there was wild horses t'pull him, last I knew."

[[Mike moves and Aims, sort of. init. 2D ]]




Carl isn't even conscious of looking for the rail, just a dizzying, suffocating loss of direction, a confusion of movement and terror: the deadders seem to find it hilarious as he crashes into a wall on his worse side, bringing a flare of false light before his eyes from sheer pain. Part of him is screaming run! run! and he's more inclined to listen than to the instinct that thinks curling up in a tiny ball will make more space around him and maybe spare him from the mindless tearing teeth of the dead. He scrambles on, blindly. They walk after.

Bleeding. Of course I'm- No, wait. Wrong side. Carl touches his cheek with the left hand he can barely stand to keep track of the tunnel wall with, sniffs then tastes the substance that comes away, then winces a silent laugh like a man shocked by his own injury. Tears. His body was actually crying in terror without him.

The amusement and stab of self-awareness (and pain, though most things were painful right now) brings Carl's focus back to something beyond his trapped skin and the hot and hurting rasp of his breath. He doesn't stop, but drops low, pivoting, before the Snake follows his half-realised thought - something about Murphy, something about close - and throws himself back through the undead, hoping to knock back or even skittle a few as he charges below the centre of their weight, using a greater mass than a skeleton to his advantage.

[[ white to unshake, then both his other chips for a tricksy Agility roll:
00:00, Today: Carl Allans rolled -1,-2 using d10-6,d6-6, rerolling max with rolls of 5,4. Agility.
+ 1. red chippit.
rolls of (6+1)7. last chippit.
init. 3S ]]

Dead Miners
NPC, 9 posts
Angry specters
P7 T8 F0 Cha -- Extra
Tue 11 Dec 2012
at 04:48
  • msg #82

Re: Chapter 16.1: The Serpent's Belly

Carl's low tackle does catch one of the skeletons following him off-guard, and it pitches over with a clatter.

But another one rakes Carl's face with its bony fingers, and though the wound is shallow Carl can feel blood on his tongue. It's like taking a tree branch to the face.

But it's not enough to stop his momentum, and he's past them, and able to hobble toward the sound of Murphy's voice as fast as he's able.

((OOC: The Dead Miners roll against Carl's Agility trick:

21:29, Today: Dead Miners rolled 9,3 using d10,d10, rerolling max with rolls of 9,3. Agility.

One fails, and Carl gets a raise, so that trick is successful in making it Shaken.

The other isn't fooled, and gets a free attack against Carl for Withdrawing.

21:31, Today: Dead Miners rolled 8 using 1d10, rerolling max with rolls of 8. Fighting!

21:32, Today: Dead Miners rolled 5,4 using d8,d6, rerolling max with rolls of 5,4. Damage. Total of 9 Damage. Carl is Shaken, but can finish his move.))


Turn Order:
Mad Irish Murphy: BJ!
Tex: RJ!
Augustus and the Dust Adders: RJ!
Dr. Ward: KD
Carl:3S
Dead Miners: 3S
Mike: 2D



Three Jokers in one round. That will make things crazy. No one except Carl mentioned moving anywhere, so the positions remain the same for most of the participants.


Mike Bennett
NPC, 13 posts
Dust Adder
P5 T5 F0 Extra
Tue 11 Dec 2012
at 07:30
  • msg #83

Re: Chapter 16.1: The Serpent's Belly

[[*points* Mike moved! He went up anigh Murphy with a light.]]
The Stray
GM, 2225 posts
The Marshal
'round these parts
Tue 11 Dec 2012
at 08:09
  • msg #84

Re: Chapter 16.1: The Serpent's Belly

((OOC: My bad. You're up there, then. I'll fix the map on MapTool, but I'm too lazy to crop another picture right now.))
Mad Irish Murphy
player, 190 posts
Irish Dust Adder
P6 T5 W0 F0 Cha 0 W4R1B1
Tue 11 Dec 2012
at 08:29
  • msg #85

Re: Chapter 16.1: The Serpent's Belly

Mike Bennett:
Gun aimed at the dark, lantern held low at the offhand, Mike comes up beside the Marvellous Singing Murphs and interrupts: "Hey, hey, Paddy -" Mike licks dry lips, trying to cover the movement ahead with his revolver as he flicks a glance to the Irishman at his side. "What in blazes were you two down here for, anyhow? Carl wouldn't go down here if there was wild horses t'pull him, last I knew."


Murphy stops singing, for a moment. "Carl and I were looking for the indian shaman. He's got a photograph we need. Tracks led down here, so we did what needed be done."


Murphy'll use his joker once he has a target, I.e, I plan to interrupt the dead miners.

Tex
player, 25 posts
Giant Muscle
P7 T10(2) W0 F0 B2 Cha-4
Tue 11 Dec 2012
at 08:33
  • msg #86

Re: Chapter 16.1: The Serpent's Belly

Tex curses, picks up a large stone and tries to crush heap of bones in one go.


09:30, Today: Tex rolled 11,7 using d10+2,d6+2, rerolling max with rolls of 9,5. Fighting to attack the heap of bones.
Do I get a raise/bonus damage die out of that?

09:31, Today: Tex rolled 4,6 using d12+3,d6+2, rerolling max with rolls of 1,4. Rock damage (figure it's d6).
Tex is quite the weakling.
09:32, Today: Tex rolled 3 using 1d6, rerolling max with rolls of 3. bonus damage, if available.
So that's either 10 or 13. Laughable.

09:32, Today: Tex drew the single card: JS using the Deadlands system. Initiative.

The Stray
GM, 2228 posts
The Marshal
'round these parts
Tue 11 Dec 2012
at 09:08
  • msg #87

Re: Chapter 16.1: The Serpent's Belly

((OOC: Laughable or not, 10 damage (no Raise damage on inanimate objects) is plenty to smash a few bones to powder.))

up Next: Augustus and the Dust Adders!
Augustus Spotswood
player, 298 posts
Scientist! 3W2R2B1L
P2T6F/W/ C -2
Tue 11 Dec 2012
at 19:32
  • msg #88

Re: Chapter 16.1: The Serpent's Belly

Augustus blinked a bit at the sudden shattering of the creature, the ensuing dust forcing him to reach for his handkerchief and cough hackingly for a few moments.   The scientist does manage to catch Dr. Ward's warning and suggestion that the true source of the problem will be found further in.   The Irishman's singing comes as a bit of a surprise though.  "I agree, but its often said they are a musical people...   Poets and such...  But, yes, I agree that this does seem to take it too far....."   Mike's arrival with the lantern forces a narrowing of the eyes against the sudden brightness and, for just a moment, a very observant sort might have caught a flashing glint of red in the scientist's eyes.  Probably nothing.  This tunnel did tend to make things somewhat spookier than they likely were after all.  Stuffing his handkerchief away again, Augustus began to head deeper into the dark tunnel, "You both heard the Doctor and I fear your addled friend will need a touch more assistance than a song or two.  Forward!"  Before too long, he spied yet more of the aetheric animates and lets loose another triple-toned screaming blast.

__________

Ned was as shocked as anybody at the effectiveness of his pistol shot.   Only to have his seeming victory shattered when Dr. Ward warned that it wasn't really gone.   Frankly, that such a beast would just...stop...   Was more frightening.   He gladly handed Mike the light and headed back to the Doctor.  He was done with stupid heroics....

Henry, on the other hand, wasn't so easily put off and followed along after Mike trying to unjam his shotgun.

Joe remains on guard, but likely nervy enough to bolt at the first sign of real threat down this way.

OOC - Augustus moves up the tunnel and fires a Med. AoE Entangle on the pair of horribles to the right.  Total to Resist - 13.  After 2 rerolls...  Total Entangle PP spent - 8

Ned moves back with the Doc.  Joe remains Shaken for mow.  Henry sticks with Mike as Backup.  Is his Shotgun out of commission?

14:21, Today: Dust Adders rolled 1 using 1d6, rerolling max with rolls of 1. Joe Unshake.
14:19, Today: Augustus Spotswood rolled 13,6 using D6+2,d6+2, rerolling max with rolls of (6+5)11,4. 2nd White Reroll.
14:18, Today: Augustus Spotswood rolled 5,3 using D6+2,d6+2, rerolling max with rolls of 3,1. White Chip Reroll.
14:18, Today: Augustus Spotswood rolled 3,5 using D6+2,d6+2, rerolling max with rolls of 1,3. Entangle Shot! AoE!

Dead Miners
NPC, 10 posts
Angry specters
P7 T8 F0 Cha -- Extra
Wed 12 Dec 2012
at 09:18
  • msg #89

Re: Chapter 16.1: The Serpent's Belly

some mood music

Augustus barrels ahead of the more sane members of the party, following the rail into the gloom. His eyes pick up the faint lantern light, and he steps forward and sees...Hell.

There's little else it could be. The chamber is vast, cut from the living stone and earth. Ghost rock outcroppings take the shape of human faces frozen in silent screams. Heaps of bones obscure the floor and make moving around treacherous.

Worst of all are the tunnel mouths. Each of the tunnels that lead deeper on into the darkness has taken on the aspect of a giant snake's head, stalactite fangs dripping bilious water onto the floor below.

A half-dozen skeletons aren't confined to the heaps on the floor, though. The bloody, gnawed things turn to gaze at the scientist approaching them and, as one, begin to laugh and lurch toward him.

((OOC: Augustus moves close enough to see into the chamber, though it's still gloomy and dark. It's enough, though...Augustus, with the help of his Cat's Eyes, is the first to see the Deadland at the heart of the Wendell Mine.

If you want to finish your action as intended, you need to make a Fear check for me. -6 (Deadland), -1 (Fear penalty of the monsters), -2 (Doubting Thomas), + Grit.

As for Henry's gun, he just needs to reload it, which will take up his action there.))

This message was last edited by the player at 09:37, Wed 12 Dec 2012.
Augustus Spotswood
player, 299 posts
Scientist! 1W2R2B1L
P2T6F/W/ C -2
Wed 12 Dec 2012
at 11:28
  • msg #90

Re: Chapter 16.1: The Serpent's Belly

Augustus pauses for a second at the horrible twisted sight.....but, he's quite in too deep to start thinking about things too much.  Sometimes, being a bit too easily focused on a task at hand meant that most other facts, especially contradicting or frightening ones, fell right to the absent-minded wayside.   Likely the scientist would think through it all later and really have questions for himself, but for now....   The game remained afoot!

OOC - Fear check total - 5.  Rolled a 5.  -6 for Deadland -1 for monsters - 2 Not Believing, +3 Grit, +2 Joker, +4 Blue Chippit.    Yay for the Joker!

06:18, Today: Augustus Spotswood rolled 4 using 1d6, rerolling max with rolls of 4. Blue Chip Add.
06:17, Today: Augustus Spotswood rolled 1,1 using D6-4,d6-4, rerolling max with rolls of 5,5. Fear!

This message was last edited by the player at 11:28, Wed 12 Dec 2012.
Dr. Dexter Ward
NPC, 136 posts
Southern Gentleman
P4 T5 W0 F0 B2 Cha+4
Fri 14 Dec 2012
at 10:14
  • msg #91

Re: Chapter 16.1: The Serpent's Belly

The skeletons pause as Augustus points his sonic cannon at them, and then rattle around as the triple tone washes over them.

Carl, limping away from his tormentors, can clearly hear the sound generated by Spotswood's device, and can make out the faint glow of a lantern up ahead...

Back in the cave-in chamber, Dr. Ward again measures out water into his silver dish. Again, the water bubbles as he performs his divination.

"Ah!" He cries in delight. "Excellent! I have you now!"

The water splashes him again, but he pays it no mind. Instead, he heads up into the tunnel, motioning for the Dust Adders to follow.

"Gentlemen, we have a new target!" he calls to the group further up the tunnel. "Find the black skull in that pile of bones. If we find it and destroy it, our ossified antagonist will be unable to manifest again!"

((OOC: 03:01, Today: Dead Miners rolled 2,3 using d10,d10, rerolling max with rolls of 2,3. Agility. That will catch both of them with Raises, so the two skeletons Augustus hit are well and truly entangled.

Dr. Ward again uses Analyze Foe against the Bone 'Glom

03:04, Today: Dr. Dexter Ward rolled 8,11 using d10,d6, rerolling max with rolls of 8,(6+5)11. Spellcasting.

03:05, Today: Bone 'Glom rolled 4,9 using d12,d6, rerolling max with rolls of 4,(6+3)9. Opposed Spirit roll.

At last, he gets a success. He gets +1 on Trait Rolls against the critter, it gets -1 on Trait rolls against him, and he learns one Weakness, Immunity, or Invulnerability.

He relays the info to Ned and Spanish Joe.

Card: 3S))

Up Next, Carl!
Carl Allans
player, 486 posts
The Quiet One
P6 T6 Cha 0
Fri 14 Dec 2012
at 13:18
  • msg #92

Re: Chapter 16.1: The Serpent's Belly

Light. Carl stumbles out into the main chamber and pauses less than half a heartbeat at the sight, licking blood off his teeth and brushing the stuff out of his eyes. Blinded by the contrast and aware there are more walkers around Carl plunges off along the edge of the cavern, keeping his eyes low and his injured right side nearer the wall. He's lost all plan but movement, which is a dull, silent frustration, but perhaps if he can get the light behind him and see...

[[more movement and defensiveness for now, as much as possible of both.
init. 8H]]

Dead Miners
NPC, 11 posts
Angry specters
P7 T8 F0 Cha -- Extra
Sat 15 Dec 2012
at 20:02
  • msg #93

Re: Chapter 16.1: The Serpent's Belly

The skeletal dead not hit with Augustus' weapon begin to move to surround the cowboy...

Murphy, you wanted to interrupt them?
Mad Irish Murphy
player, 192 posts
Irish Dust Adder
P6 T5 W0 F0 Cha 0 W4R1B1
Sun 16 Dec 2012
at 08:22
  • msg #94

Re: Chapter 16.1: The Serpent's Belly

For a moment, Murphy hesitates, scanning the bone heap for the black skull.

No... Tex can do that. Or Mike. Or anybody else. Got to help Carl.

So he follows Augustus into the dark, closer towards Carl.
He keeps singing to give Carl some sort of beacon to home in on - at least until Carl finds Augustus' light.

As he hears the creepy laughter coming from up ahead, he stops, mid-tune.

"Fuck. Forgot about the bloody miners."
He mutters.
The he clears his throat and yells: "Oy! There's nothing to gain for you here! I'm terrible sorry for what happened to you, but wasn't my fault. Wasn't Carl's fault. Was only the fucking bone thing's and the snake's fault! You want to take revenge, you oughta take it out on them!"

Trying another round of persuasion... Or would you count that as a Smarts trick? The dice are the same. Mostly trying to win time for Carl...

09:21, Today: Mad Irish Murphy rolled 3,7 using d8+2,d6+2, rerolling max with rolls of 1,5. Smarts or Persuasion.

09:22, Today: Mad Irish Murphy drew the 2 cards: AC, JH using the Deadlands system. Initiative, Level Headed.

Dead Miners
NPC, 12 posts
Angry specters
P7 T8 F0 Cha -- Extra
Sun 16 Dec 2012
at 10:51
  • msg #95

Re: Chapter 16.1: The Serpent's Belly

The dead miners turn at Murphy's call...and begin to laugh.

"There's only one thing we crave now, Irish." Whispers a voice in Murphy's ear. "More bones!"

Three of the skeletons turn towards Murphy, shamble into the pile of bones...and then fall apart. The skeletons collapse back into the scattered pile of human remains...but the bones still twitch.

The two stung by Augustus's device continue to twitch and shake.

One of the skeletal monsters, the only one not dispersed or epileptic, follows Carl. It moves incredibly fast, blocking his path toward the light and spring ing at him. Bone fingers wrap around Carl's neck once again...

((OOC: That would be a Smarts trick. If you want Persuasion usable as a Test of Will, you'll want to pick up the Snake-oil Salesman edge.

Since Murphy doesn't have any edges that allow him to make tricks affecting an area, I'll roll randomly to see how many of the dead miners pay any attention to him.

03:18, Today: The Stray rolled 4 using 1d6. That's a goodly chunk of them. I'll ignore the ones Augustus hit...they've got ringing in their skulls from his Entangle power.

03:20, Today: The Stray rolled 6,6,3,19 using d8,d8,d8,d8, rerolling max with rolls of 6,6,3,(8+8+3)19. Resisting trick. Three fail, one by 4 (meaning it's Shaken). That gives them all -2 Parry until Murphy's next action. One of them succeeds and is unaffected.

The Dead Miners get their turn.

2 of the Miners are Shaken (one from Carl's Trick, one from Murphy's), two are Entangled (from Augustus), and two are just fine.

I roll for the two that are Shaken (they get a +2 bonus to recover, being Undead): 03:26, Today: Dead Miners rolled 4,11 using d6+2,d6+2, rerolling max with rolls of 2,(6+3)9. Recover from Shaken. Both succeed, one gets a Raise.

The two Entangled Skeletons try to escape Augustus' sonic attack: 03:34, Today: Dead Miners rolled 2,1 using d10,d10, rerolling max with rolls of 2,1. Agility. They remain trapped.

The ones nearest to Murphy move into the bone pile...and Burrow into it. Murphy, make a Notice check. This is opposed by their Stealth, which I've rolled in secret. If you fail, well...we'll get to that. }:D.


The other one Murphy got the attention of moves into the bone pile and hides, too...but it can't move any further, so there's no possibility of a surprise attack from it.

The one that wasn't affected attacks Carl. It has Improved Frenzy, so it gets two attacks.

03:40, Today: Dead Miners rolled 8,5 using d10,d10, rerolling max with rolls of 8,5. Frenzy! That's one hit.

03:41, Today: Dead Miners rolled 6,4 using d8,d6, rerolling max with rolls of 6,4. Damage. That's 10 Damage total, which is a Shaken and 1 Wound for Carl.

The Miners aren't done yet, so I'll wait on Murphy and Carl to resolve their rolls before continuing on with this action.))

Mad Irish Murphy
player, 193 posts
Irish Dust Adder
P6 T5 W0 F0 Cha 0 W2R1B0
Sun 16 Dec 2012
at 12:18
  • msg #96

Re: Chapter 16.1: The Serpent's Belly


13:17, Today: Mad Irish Murphy rolled 2 using 1d6, rerolling max with rolls of 2. and a blue chip.
13:16, Today: Mad Irish Murphy rolled 7,4 using d8+2,d6+2, rerolling max with rolls of 5,2. Notice, white chipped again.
13:16, Today: Mad Irish Murphy rolled 3,6 using d8+2,d6+2, rerolling max with rolls of 1,4. Notice, white chipped.
13:16, Today: Mad Irish Murphy rolled 4,3 using d8+2,d6+2, rerolling max with rolls of 2,1. Notice!

Sooo... that's 7 plus 2, total of 9.
I also got Danger Sense. Just sayin'. :-)


Carl Allans
player, 487 posts
The Quiet One
P6 T6 Cha 0
Sun 16 Dec 2012
at 13:07
  • msg #97

Re: Chapter 16.1: The Serpent's Belly

Carl's fingers hook through the dead man's ribcage as he's bourne over, grin to grin.

[[er...what do you want Carl to roll? He's Shaken until his turn, can't soak without chips, and that's a trapping of the attack rather than an actual grapple...]]

Dead Miners
NPC, 13 posts
Angry specters
P7 T8 F0 Cha -- Extra
Mon 17 Dec 2012
at 19:04
  • msg #98

Re: Chapter 16.1: The Serpent's Belly

Murphy only gets a half-second of warning before the skeletons rise again...from the floor next to him!

The skeletons now seem to be formed of rock and earth, with black Ghost Rock teeth and claws. They blast out of the ground, tearing at him and the scientist next to him, attempting to rip them both apart...

((OOC: Oh? Has Carl blown through all the chips he got through The Joker's Wild?

Since Murphy is getting a Notice Check to avoid a surprise attack, Danger Sense doesn't apply. It's not like you want a sudden penalty on this roll you just made, right?

But 9 is enough to catch them, as they rolled 7 on their Stealth check. Success but no raise. Thus, while you catch the movement in enough time that their sudden attack doesn't get any bonuses, they still give you the screaming heebie-jeebies as they appear right out of the naked rock. Give me a Fear check for Fear/Nausea (-6 Deadland, -1 Fear penalty, + Grit).

Augustus, you also need to make a Fear Check vs. Fear/Nausea (-6 Deadland, -1 Fear Penalty, -2 Doubting Thomas, + Grit). Seeing skeletons is one thing. Seeing them suddenly spring out of the rock at you is quite another.

The two Dead Miners attack the Scientist and the Dust Adder. They both have Improved Frenzy, and they have a gang-up bonus of +1. They also Wild Attack, for an additional +2 bonus (and +2 damage, but their Parry drops to 5 until their next action). There's two attacks vs. Murphy and two attacks vs. Augustus.

Murphy: 11:51, Today: Dead Miners rolled 19,12 using d10+3,d10+3, rerolling max with rolls of (10+6)16,9. Frenzy! (With Wild Attack). Two hits with Raises.

Damage: 7, 11. That's a Shaken and 1 Wound for Murphy (the other Shaken result doesn't matter).

Augustus: 11:52, Today: Dead Miners rolled 12,10 using d10+3,d10+3, rerolling max with rolls of 9,7. Frenzy! (With Wild Attack). That's also 2 hits with Raises.

Damage: 9, 19(!). That's a Shaken and 3 Wounds for Augustus.

Card for next round: 10S))

Mike is up next!
Mad Irish Murphy
player, 194 posts
Irish Dust Adder
P6 T5 W0 F0 Cha 0 W0R1B0
Mon 17 Dec 2012
at 20:39
  • msg #99

Re: Chapter 16.1: The Serpent's Belly

Good thing we're still in the Joker-round... :-)
Fear... -7, +3 Grit +2 Joker, total -2

21:36, Today: Mad Irish Murphy rolled 3,8 using d10-2,d6-2, rerolling max with rolls of 5,(6+4)10. Fear, white chip.
21:36, Today: Mad Irish Murphy rolled -1,2 using d10-2,d6-2, rerolling max with rolls of 1,4. Fear check.

21:37, Today: Mad Irish Murphy rolled 6,6 using d6+2,d6+2, rerolling max with rolls of 4,4. White chip to soak.


"Jesus on his cross!" Murphy exclaims as the skeletons burst out of the ground, but he manages to duck under the swinging claws, his small frame apparently making him that much harder to hit.
Mike Bennett
NPC, 14 posts
Dust Adder
P5 T5 F0 Extra
Tue 18 Dec 2012
at 13:22
  • msg #100

Re: Chapter 16.1: The Serpent's Belly

"Why d'we need a photo- Dammit, Je- Murphy!" Mike calls after Murphs as the latter hares off behind the mad Moonie with his singing device.

He looks back at Tex, the others, and the bones now behind them as well, sighs and runs after Murphy, lantern swinging. Fortunately, since the first thing he sees is Murphy being attacked by something. Mike fires at whatever it is without stopping but doesn't seem to hit anything.

Just out of the light, Carl wonders if that was a gunshot or the crack of his skull against the rock, fighting not to black out.

[[Moving after (and thus losing any Aim help)
13:03, Today: Mike Bennett rolled 2,2 using d6,d6, rerolling max with rolls of 2,2. shootin'. 'Least he didn't hit Murphy...
init. KC

...and yes, Carl used those for unshaking and rolling something decently into the positive on that Agility trick, can you blame him?]]

This message was last edited by the player at 13:56, Tue 18 Dec 2012.
Augustus Spotswood
player, 300 posts
Scientist! 1W2R1B1L
P2T6F/W/ C -2
Tue 18 Dec 2012
at 19:39
  • msg #101

Re: Chapter 16.1: The Serpent's Belly

The tinhorn scientist was not quite so lucky as the Irishman.  Dirty, ragged claws of bone tear through his coat...shirt...likely more.   Dark stains spread across what's left of the clothing.   The force of it all spins him around and back to slam into the wall of the mine.  Somehow he's still standing, but, from the looks of him....not for long....

OOC - Fear Check 11.  Soak 9, reduces attack to Shaken w/ 1 Wound.  I think I forgot init, so, AC is the draw.

Also, as a side note, Augustus has no light with him and doesn't seem to mind.  As far as I know, Mike's lantern is te only nearby light.

14:31, Today: Augustus Spotswood drew the single card: AC using the Deadlands system. Forgotten Init.
14:29, Today: Augustus Spotswood rolled 5 using 1d6, rerolling max with rolls of 5. Red Chip Add d6.
14:29, Today: Augustus Spotswood rolled 6,6 using D8+2,d6+2, rerolling max with rolls of 4,4. Red Chip -  Reroll.
14:23, Today: Augustus Spotswood rolled 7,6 using D8+2,d6+2, rerolling max with rolls of 5,4. White Chip Soak vs.  3 wnds.
14:19, Today: Augustus Spotswood rolled -1,7 using D6-4,d6-4, rerolling max with rolls of 3,(6+5)11. Fear Redux!

This message was last edited by the player at 19:15, Sat 22 Dec 2012.
The Stray
GM, 2241 posts
The Marshal
'round these parts
Sat 22 Dec 2012
at 14:32
  • msg #102

Re: Chapter 16.1: The Serpent's Belly


Turn Order:
Augustus and friends: AC
Murphy: AC
Mike: KC
Tex: JS
Dead Miners: 10C
Carl: 8H
Charging Bear: 4S
Ward: 3S

This message was last edited by the GM at 14:33, Sat 22 Dec 2012.
Mad Irish Murphy
player, 195 posts
Irish Dust Adder
P6 T5 W0 F0 Cha 0 W0R1B0
Tue 1 Jan 2013
at 19:05
  • msg #103

Re: Chapter 16.1: The Serpent's Belly

Murphy wrestles with the skeleton in front of him.
He thinks for a moment to pull his pistol - but again, where should he aim his pistol.
Then he remembers his earlier promise to Carl, if there turned out to be another passage.
He ducks another swing from the thing and picks up a nice, sizeable rock. Gripping it tight, he lunges forward, aiming for the skull.
But Boney blocks his fist, preparing the counterattack.

Well. Now let's hope Mike's a better shot than Henry.

Alright... -2 for "drawing a weapon" and attacking in the same round...
Headshot would be -4, I guess? So that's a total of -6.
20:03, Today: Mad Irish Murphy rolled -2,-5 using d8-6,d6-6, rerolling max with rolls of 4,1. Skullbashery.
Uhm, no. Maybe better luck next time.


20:05, Today: Mad Irish Murphy drew the 2 cards: 2H, 7H using the Deadlands system. Initiative, Level headed.


The Stray
GM, 2247 posts
The Marshal
'round these parts
Wed 2 Jan 2013
at 17:43
  • msg #104

Re: Chapter 16.1: The Serpent's Belly

((OOC: I'm placing Augustus On Hold. I'll roll to unshake the Dust Adders:

10:41, Today: The Stray, on behalf of Dust Adders, rolled 8,15 using d6,d6, rerolling max with rolls of (6+2)8,(6+6+3)15. unshake. Both Ned and Spanish Joe are no longer Shaken, so when Augustus gets back, he can have all of them act normally.))

Up Next: Mike!
Mike Bennett
NPC, 15 posts
Dust Adder
P5 T5 F0 Hench
Wed 2 Jan 2013
at 19:08
  • msg #105

Re: Chapter 16.1: The Serpent's Belly

Mike presses back to the tunnel wall to steady his light and fires again.

[[18:58, Today: Mike Bennett rolled 9,2 using d6,d6, rerolling max with rolls of (6+3)9,2. shootin'. Hit, with raise if he counts as not in flaily range...
19:00, Today: Mike Bennett rolled 6 using 1d6+1, rerolling max with rolls of 5. hit.
*dope* Mike Bennett rolled 4 using 2d6, rerolling max with rolls of 3,1. other die and raise. -> 11 damage
init 2D]]

Dead Miners
NPC, 14 posts
Angry specters
P7 T8 F0 Cha -- Extra
Thu 3 Jan 2013
at 18:11
  • msg #106

Re: Chapter 16.1: The Serpent's Belly

The shot breaks several of the skeleton's rock ribs, but it otherwise doesn't hamper it much.

((OOC: 11 damage is just shy of causing a wound, so the thing is Shaken.))
Up next: Tex!
Tex
player, 26 posts
Giant Muscle
P7 T10(2) W0 F0 B2 Cha-4
Thu 3 Jan 2013
at 20:07
  • msg #107

Re: Chapter 16.1: The Serpent's Belly


21:01, Today: Tex rolled 2,4 using d4,d6, rerolling max with rolls of 2,4. Notice.


Tex digs in through the bones, throwing splinters and bone fragments here and there until his huge hands close around a blackened skull.

I got it!
He lifts his hand high and then smashes the skull down on the ground!

21:07, Today: Tex rolled 10,4 using d12+1,d6, rerolling max with rolls of 9,4. Strength.
The Stray
GM, 2249 posts
The Marshal
'round these parts
Fri 4 Jan 2013
at 00:22
  • msg #108

Re: Chapter 16.1: The Serpent's Belly

In reply to Tex (msg # 107):

The dusty skull cracks in half, but it's soon clear that this is not, in fact, the right skull...there's no brain matter inside, and the initial darkness of the skull was mere dust.

((OOC: Actually, that Notice check would discover that there isn't any black skulls in this pile. That strength check will pulverize the skull he found, though.))
Dust Adders
NPC, 6 posts
Ornrey Cowhands
P5 T5 F0 Cha 0 Extra
Wed 16 Jan 2013
at 18:12
  • msg #109

Re: Chapter 16.1: The Serpent's Belly

Ward motions the Dust Adders around him to head into the tunnel and help. Spanish Joe nods and hustles up behind Heavy Henry, Rifle at the ready. He sees shapes swirling in the light, offers a song to the spirits, and takes aim at the monster attacking Murphy.

The rifle shot echoes down the corridor, and the rock head of the skeleton explodes into fine powder. The thing collapses.

Heavy Henry whoops at the sight. "Yeah! That's the way ya do it!" he says, then hustles up next to Mike. "Stand aside, and let a pro take over here!" he grins at his friend, and takes aim at the dead miner ripping in to Dr. Spotswood.

The skeleton looks up at him, and for an instant, Henry hesitates. "John?" He mutters, a catch in his throat. Then he frowns. "Sorry, John."

The blast sends the thing reeling, but it stands, still a threat. Henry curses at his hesitation.

Ned, meanwhile, doesn't look forward to creeping into the tunnel of death he'd just left, but Ward's orders were orders, so he did so. He stopped next to Spanish Joe, and squeezed off a round. The bullet ricocheted off a wall, doing nothing more than making noise. Ned shrugged. Wasn't his problem.


((OOC: Since we've lost Augustus's player, I'll get to rolling for the Dust Adders.

Spanish Joe moves and takes a shot with his El Cheapo Winchester. He's well within rifle range of the Dead Miners. Innocent Bystander rules apply, though.

10:56, Today: Dust Adders rolled 9 using 1d6, rerolling max with rolls of (6+3)9. Shooting! Hit and Raise!

10:57, Today: Dust Adders rolled 14,3 using 2d8,d6, rerolling max with rolls of 4,(8+2)10,3. damage (with Raise). Total of 17 damage which is enough to put the skeleton out of commission.

Heavy Henry hustles closer to the skeleton and takes aim with his scattergun.

11:03, Today: Dust Adders rolled 4 using 1d6+2, rerolling max with rolls of 2. Shooting! Hit.

11:04, Today: Dust Adders rolled 11 using 3d6, rerolling max with rolls of 4,2,5. Damage. 11 Damage will make this one Shaken, just like the last one.

Ned moves up as far as he can, up behind Spanish Joe. He's just out of Short Range for his pistol, so he has a penalty on his shot.

11:07, Today: Dust Adders rolled 1 using 1d6-2, rerolling max with rolls of 3. Shooting! That's a clean miss. Since it's not a natural 1, though, he doesn't hit any innocent bystanders.

I work on Augustus' post after I get home from work tonight.))

Augustus Spotswood
NPC, 301 posts
Scientist! 0W0R1B1L
P2 T6 F/ W-1 C -2
Wed 27 Feb 2013
at 18:14
  • msg #110

Re: Chapter 16.1: The Serpent's Belly

"Vile ossified miscreant!" The scientist grumbles, favoring his wounded side and bringing his trumpet-gun thing to bear on the skeleton called "John." "Have at you!" He fingered the trigger...

...but rather than a burst of focused sound, the trumpet-bell of the device only shoots a dazzling display of sparks.

"Oh." Spotswood whimpers. "No...that was the new functionality...yes, I checked all the damn variables..." He staggers away from the skeleton, backing up behind Mike as he checks his device over. "Um...give me a moment...I think I can fix this..."

((OOC: With the Skeleton nearest to him Shaken, Augustus can use his device fairly freely. He's going to use Pummel. The cone template will also hit the two dead miners he had previously entangled. To affect them, he's going to need to roll Shooting. he has a -1 penalty from his wound.

10:58, Today: Augustus Spotswood rolled 0,1 using d6-1,d6-1, rerolling max with rolls of 1,2. Shooting! Um...going to spend a Red Chip for a reroll, because otherwise that's a Malfunction.

10:59, Today: Augustus Spotswood rolled 0,3 using d6-1,d6-1, rerolling max with rolls of 1,4. red chip. That's on;y slightly better, still a failure, and still a Malfunction. Alrighty, then.

11:01, Today: Augustus Spotswood drew the single card: 7D using the Deadlands system. Mad Science Malfunction!

That's a Minor Malfunction, so his device is going to conk out until he can make a Repair roll at -2 to fix it.

Taking advantage of the dead miner being Shaken (and thus unable to attack him), Augustus retreats behind Mike.

Cards for next round
Dust Adders: 5C
Augustus: 5S))

Up Next: Dead Miners!
Dead Miners
NPC, 15 posts
Angry specters
P7 T8 F0 Cha -- Extra
Wed 27 Feb 2013
at 18:45
  • msg #111

Re: Chapter 16.1: The Serpent's Belly

The skeletal thing near Murphy recovers its equilibrium, and lurches at the Irishman. Bone claws rake across his shirt, but the thing still seems weakened by the shotgun blast.

Meanwhile, one of the skeletons hit by Augustus' sonic cannon stops vibrating, and staggers back into the pile of bones near the cave mouth. It tumbles into the pile, collapsing into its constituent parts. Whether that means it's gone for good or is just resting, none can say.

The dead miner above Carl leans over and begins picking the stricken cowboy off the ground. "Come with me, boy. It's too loud here. Gonna take you someplace privite-like to finish you off," it whispers.


((OOC: There's 5 Dead Miners left. One is hidden from the group, one is focused on Carl, one is next to Murphy but is Shaken, and two are still entangled from Augustus' device.

Roll to unshake: 11:18, Today: Dead Miners rolled 7 using 1d6+2, rerolling max with rolls of 5. Recover from Shaken. That will do it. The skeleton can take an action at -2.

The two entangled skeletons try to escape their hindering.

11:20, Today: Dead Miners rolled 18,3 using d10,d10, rerolling max with rolls of (10+8)18,3. Escape! One manages to make it with a Raise, so it's free and can move and take actions. The other is still stuck.

The free skeleton moves into the bone pile and Burrows into it, so that it can spring from hiding again at some future point.

The Skeleton facing Murphy makes it's Frenzy attack, though it has -2 from the MAP of unshaking this action.

11:25, Today: Dead Miners rolled 2,-1 using d10-2,d10-2, rerolling max with rolls of 4,1. Frenzy! No hits.

The Skeleton facing Carl attempts a Grapple. 11:32, Today: Dead Miners rolled 4 using 1d10, rerolling max with rolls of 4. Grapple! Carl, make an opposed Grapple check to avoid being picked up and carried by the thing.

Dead miners: 3C))

Up Next: Carl!
Carl Allans
player, 488 posts
The Quiet One
P6 T6 Cha 0
Wed 27 Feb 2013
at 20:20
  • msg #112

Re: Chapter 16.1: The Serpent's Belly

Vision blurred and head ringing from the crack against the floor, Carl hears but does not process the hissing above him. Then Murphy yelps at a close shave and at once he's on his front trying to rise, teeth bared and the blood streaming hot down his face.

The skeleton catches his leg and hauls back, laughing; Carl is temporarily dropped into a shock of black pain as he crashes down on his right side.

[[19:14, Today: Carl Allans rolled 9,0 using d8-3,d6-3, rerolling max with rolls of (8+4)12,3. unshake? (without phobia penalties) He unshaketh! With a raise, no less...
19:15, Today: Carl Allans rolled -2,0 using d8-3,d6-3, rerolling max with rolls of 1,3. fightin'. Nope.
init. 2S]]

The Stray
GM, 2256 posts
The Marshal
'round these parts
Thu 28 Feb 2013
at 17:33
  • msg #113

Re: Chapter 16.1: The Serpent's Belly

The tunnel twists like a serpent's belly, and soon Charging Bear, Jeb, and Itza-chu are lost in darkness. From ahead, they can hear the sounds of battle...gunfire, shouting, and a strange triple-toned blare that sounds like a badly-tuned trombone.

Sounds like we got trouble. Jeb says. His voice is strangely weak and distant. What d'you think we should do?

A smile forms on Charging Bear's lips as he takes in the sounds - attempting to discern what's going on beyond. "See what's going on of course."

Charging Bear can see the glimmer of lamp light from ahead, and make out vague movement. There's gunfire, shouts of surprise and horror, and a strange rattling, like bones being shaken in a sack. He can barely make out a very thin thing picking up a man, though it's too dim for details.

((OOC: Charging Bear is up! It's Dark in here, so all melee attacks are going to be at -2 for you.))
Charging Bear
player, 974 posts
Native Warrior
P8(1)T6 W- F1 FC:W-R3B1
Thu 28 Feb 2013
at 18:38
  • msg #114

Re: Chapter 16.1: The Serpent's Belly

Charging Bear isn't quite sure WHAT is going on but a bag a bones is probably the best thing to shoot which is what he does. "Keep close Jeb and keep that murderous bastard with you," the native son says and moves closer. The big iron feels warm in his hand but he doesn't let that distract him as he levels the massive pistol on the creature.

OOC: Going to shoot first and ask questions... eventually.
13:33, Today: Charging Bear rolled 6,3 using 1d8,1d6, rerolling max with rolls of 6,3. Shooting.
That might hit... right? Forgot the +2 for being Stone's gun...so that's an 8.
Damage!
13:35, Today: Charging Bear rolled 16 using 2d6+4, rerolling max with rolls of 4,(6+2)8. Damage (+1 Gun, +2 Magic, +1 Grim, AP1).
If its undead then that's actually an 18.

13:38, Today: Charging Bear drew the single card: 10C using a deck of 54 cards. Card.

This message was last edited by the player at 18:38, Thu 28 Feb 2013.
The Stray
GM, 2257 posts
The Marshal
'round these parts
Thu 28 Feb 2013
at 19:13
  • msg #115

Re: Chapter 16.1: The Serpent's Belly

I'll watch him. Jeb says, distantly. That's about all I can do, though...

The roar of the pistol seems even louder in the cramped confines of the chamber. Charging Bear's ears ring.

The effect on the skeletal thing is much more impressive. The bullet shatters it into tiny pieces. Carl drops as the thing collapses.

Back in the tunnel, Ward and Ned hurry toward Murphy. "Hold on!" He shouts. "We're coming!"

((OOC: That will be 2 wounds to the bag of bones, which is more than enough to put it down. Ward's action is just moving closer. I'll post an updated round map and initiative order when I get home from work.))
The Stray
GM, 2259 posts
The Marshal
'round these parts
Fri 1 Mar 2013
at 18:34
  • msg #116

Re: Chapter 16.1: The Serpent's Belly



Turn Order:
Charging Bear: 10C
Mad Irish Murphy and Tex: 7H
Augustus: 5S
Dust Adders: 5C
Dead Miners: 3C
Carl: 2S
Dr. Ward: 2S
Mike Bennett: 2D

Charging Bear
player, 975 posts
Native Warrior
P8(1)T6 W- F1 FC:W-R3B1
Mon 4 Mar 2013
at 18:30
  • msg #117

Re: Chapter 16.1: The Serpent's Belly

OOC: Going on hold to see what's going on!
Mad Irish Murphy
player, 197 posts
Irish Dust Adder
P6 T5 W0 F0 Cha 0 W0R1B0
Sat 20 Apr 2013
at 18:46
  • msg #118

Re: Chapter 16.1: The Serpent's Belly

The Stray:
Back in the tunnel, Ward and Ned hurry toward Murphy. "Hold on!" He shouts. "We're coming!"

((OOC: That will be 2 wounds to the bag of bones, which is more than enough to put it down. Ward's action is just moving closer. I'll post an updated round map and initiative order when I get home from work.))


Hold on?! Hold on?! What the fuck are they thinking, that's I'm just going to have a nice drink and get me skull bashed in?

OOC:
Attacking the skeleton with the rock in my hand...

20:43, Today: Mad Irish Murphy rolled 14,4 using d8,d6, rerolling max with rolls of (8+6)14,4. Fighting with rock.
Woo-hoo! A hit! With a raise!
20:44, Today: Mad Irish Murphy rolled 8,1,4 using d6,d4,d6, rerolling max with rolls of (6+2)8,1,4. Damage (Str, rock, bonus).
That would be a total of 13.

20:45, Today: Mad Irish Murphy drew the 2 cards: 4H, 2D using the Deadlands system. Initiative, Level headed.
Next round initiative: 4H.



Tex moves closer to Murphy this round, if I still control him.

Tex
player, 27 posts
Giant Muscle
P7 T10(2) W0 F0 B2 Cha-4
Tue 30 Apr 2013
at 19:33
  • msg #119

Re: Chapter 16.1: The Serpent's Belly

21:30, Today: Tex rolled 3,9 using d4,d6, rerolling max with rolls of 3,(6+3)9. Notice, blue chip to re-roll.

21:30, Today: Tex rolled 1,1 using d4,d6, rerolling max with rolls of 1,1. Notice.


The huge, scarred giant angrily digs through the bones, scattering them here and there, looking for that black skull...
Charging Bear
player, 977 posts
Native Warrior
P8(1)T6 W- F1 FC:W-R3B1
Thu 2 May 2013
at 21:00
  • msg #120

Re: Chapter 16.1: The Serpent's Belly

Charging Bears decides that he'd best start moving before he gets shot.

OOC: Heading south towards Carl, then I'll probably do something silly like shoot something
Bone 'Glom
NPC, 7 posts
Wendell Mine Abomination
P8 T15 W0 F0 B2
Thu 2 May 2013
at 21:38
  • msg #121

Re: Chapter 16.1: The Serpent's Belly

Tex trundles past Murphy and into the chamber. He begins tossing the big pile of bones, seeking the black skull. And he finds it. He lifts it triumphantly into the air...and then bellows in pain as a hundred sharp spikes of bone stab his arms. A ribcage snaps shut around the skull, and a dozen more bones leap and join into the monster's body as the bone 'glom begins to reform...

((OOC: Make a Fear check, folks! -6 for the Deadland, -2 for the monster's fear rating, + Grit!

Charging Bear, assuming you're not terrified out of your wits, you can use your Held action to shoot at it. Hitting the ebony skull before it's completely packed in bones in the thing's chest will require a Called Shot with a -4 penalty (since it's a head shot).))

Mike Bennett
NPC, 16 posts
Dust Adder
P5 T5 F0 Hench
Thu 2 May 2013
at 22:13
  • msg #122

Re: Chapter 16.1: The Serpent's Belly

[[Carl Allans rolled -6, -10 using d8-13,d6-13, rerolling max with rolls of 7,3. fear! It's just not Carl's day.

23:04, Today: Mike Bennett rolled 5,-5 using 2d6-8, rerolling max with rolls of (6+6+1)13,3. fear!
Murphy got the last visible miner, right?]]


Mike steps in towards Murphy when the little Dust Adder knocks the skeleton away with what sounded like an incapacitating crunch, reaching out, but falters at the scraping, rattling sound of bones drawing together. Tex's very human howls drew his attention to the mass, and the great dim giant clutching something at the centre.
"Aw, hell...TEX! THROW IT! THROW IT HARD!!"




The shock to Carl's nerves seems to do something to his chest: he can feel his heart beating like hammer blows and he's breathing fast, too fast, yet still not seeming to draw enough air. A wave of dizziness and nausea breaks over him as he tries once more to rise, teeth bared at the floor, but even though his nails scrape hard against the rock his good arm can't hold him. He's barely aware of his body's attempts to curl away from the phantom pressure, aware only that he can't breathe and wants to live- then, darkness.

[[reckon I'll go with 'panic attack', then. I was wondering if I'd have to get Mike to punch him out. Silly wolf.]]
This message was last edited by the player at 23:14, Thu 02 May 2013.
The Stray
GM, 2266 posts
The Marshal
'round these parts
Thu 2 May 2013
at 22:42
  • msg #123

Re: Chapter 16.1: The Serpent's Belly

Carl's mind can't handle the strain. His wounds, the danger, and the last few days without rest all catch up with him, and his mind shuts down. Carl, strongest of the strong, faints dead away.

((OOC: Fear effect for Carl: 8. That's a Shaken, which he already was. I'll rule that he's not Incapacitated and unconscious.

There's the miner that's still under the influence of Augustus's Entangle effect.))

Mad Irish Murphy
player, 199 posts
Irish Dust Adder
P6 T5 W0 F0 Cha 0 W0R1B0
Fri 3 May 2013
at 10:57
  • msg #124

Re: Chapter 16.1: The Serpent's Belly


Murphy fails... only a matter of time, I s'pose...

12:56, Today: Mad Irish Murphy rolled -2,-3 using d10-5,d6-5, rerolling max with rolls of 3,2. Fear check, red chip.

12:56, Today: Mad Irish Murphy rolled -2,-2 using d10-5,d6-5, rerolling max with rolls of 3,3. Fear check.

Tex
player, 28 posts
Giant Muscle
P7 T10(2) W0 F0 B1 Cha-4
Fri 3 May 2013
at 10:59
  • msg #125

Re: Chapter 16.1: The Serpent's Belly


12:58, Today: Tex rolled -4,0 using d6-5,d6-5, rerolling max with rolls of 1,5. Fear check.

The Stray
GM, 2267 posts
The Marshal
'round these parts
Fri 3 May 2013
at 17:12
  • msg #126

Re: Chapter 16.1: The Serpent's Belly

((OOC: So this is what it takes to have almost every PC present actually fail a Fear check, hmm? *scribbles notes*

Charging Bear fails. I roll 6 on the fear table, so Charing Bear is Shaken and loses his Held Action (please draw for next round).

Murphy fails. I roll a 13 on the fear table. ooo, looks like Murphy has picked up a Minor Phobia! Since he's been fighting awful, horrible skeletal critters, let's say he's picked up a phobia for bones.

Tex fails...this is bad for everyone involved. Tex responds to fear by going Berserk. He is no longer under Murphy's control.

I'll work on the other NPCs who are involved in this when I get home from work.))

Charging Bear
player, 978 posts
Native Warrior
P8(1)T6 W- F1 FC:W-R1B1
Fri 3 May 2013
at 17:22
  • msg #127

Re: Chapter 16.1: The Serpent's Belly

OOC: Did my post get eaten?

OOC: Umm 6 + 2 = 8 total fear mod for this baddie ... so yeah this is BAD
07:37, Today: Charging Bear rolled -2,-2 using 1d6-5,1d6-5, rerolling max with rolls of 3,3. Spirit (-8 Fear +3 Grit).
Red chip for +d6
07:37, Today: Charging Bear rolled 1 using 1d6, rerolling max with rolls of 1. Red Chip.
-2+1 = -1 ... so fail
Red chip to re-roll the whole thing
07:37, Today: Charging Bear rolled -3,-4,5 using 1d6-5,1d6-5,1d6, rerolling max with rolls of 2,1,5. Red Chip re-roll.
So -3 +5 = 2... so still a fail.

Oh forgot my fatigue so add -1 to that total X_x

This message was last edited by the player at 11:21, Mon 06 May 2013.
The Stray
GM, 2268 posts
The Marshal
'round these parts
Sat 4 May 2013
at 01:23
  • msg #128

Re: Chapter 16.1: The Serpent's Belly

In reply to Charging Bear (msg # 127):

((OOC: Yup. It got sent as a PM to Arthur Whateley. I was wondering why you'd sent the message there...))
The Dust Adders
NPC, 88 posts
Ornery Thugs
P5 T5 Cha -2, Extra
Sun 5 May 2013
at 23:36
  • msg #129

Re: Chapter 16.1: The Serpent's Belly

There's screams and shouts of panic from back in the tunnel as the Dust Adders react to the monster getting back together again.

Heavy Henry books it toward the tunnel mouth, back behind Ward and his friends. "Come on! We gotta get outta here!" he shouts. "Run! RUN!"

Augustus, too, shrieks like a little girl as the bone thing reconstitutes itself, and cowers in a niche in the wall. "no...it's not possible...how can we...Oh? well, yes, I haven't tried that function yet...could work..." He gulps, and steps back into the tunnel, aiming his trumpet-like device at the beast.

"HAVE AT YOU!" he shouts and then there's just a cacophonous {{BLAAAAAAAAAAAAAART!!!}} for his weapon.

Murphy, sadly directly in the path of this noise, feels a wave of pressure blast past him, trying to knock him off of his feet...

((OOC: Continuing on with Fear Checks and Actions:

Augustus and Heavy Henry also need to make Fear Checks. Ward, Ned, and Spanish Joe do not.

15:59, Today: Augustus Spotswood rolled -4,-4 using d6-5,d6-5, rerolling max with rolls of 1,1. Fear! Critical Failure! I'm just going to make him Panicked to save time.

16:02, Today: Dust Adders rolled -5 using 1d6-7, rerolling max with rolls of 2. Fear! Fail. not that Henry had much chance of making this roll, anyway. He's panicked, too.

Both Spotswood and Heavy Henry retreat back behind Ward's position.

On Augustus' turn, he attempts to Unshake.

16:07, Today: Augustus Spotswood rolled 2,9 using d6-1,d6-1, rerolling max with rolls of 3,(6+4)10. unshake. nice. He gets an action without an MAP.

He moves back over to that little niche there in the wall and attempts to use his trumpet gun's Pummel feature. Tex and the Bone 'Glom are caught in the cone template...but so is Mad Irish Murphy!

16:19, Today: Augustus Spotswood rolled 5,4 using d10-1,d6-1, rerolling max with rolls of 6,5. Weird Science! That's a success.

16:22, Today: Tex rolled 20,15 using d12+1,d6+1, rerolling max with rolls of (12+7)19,(6+6+2)14. Strength! He's not going anywhere.

16:23, Today: Bone 'Glom rolled 12,3 using d12+2,d6+2, rerolling max with rolls of 10,1. Strength! He's not going anywhere etiher.

That only leaves Mad Irish Murphy. Murphy, make a Strength check (just a regular one, not an opposed check) or get blasted 2d6 squares forward and knocked. And, if you happen to hit a solid object in the way (such as, say, Tex or the Bone 'Glom), you'll be Shaken as well.

The Dust Adders are on Hold. Henry has to roll to Unkshake. He does, and so has an action, which he will also hold. I'll continue posting once Murphy makes his roll to see if he goes flying into danger...))

Mad Irish Murphy
player, 201 posts
Irish Dust Adder
P6 T5 W0 F0 Cha 0 W0R0B0
Mon 6 May 2013
at 07:37
  • msg #130

Re: Chapter 16.1: The Serpent's Belly

Looks like Murphy's luck is running out... The dice-roller had much more love for our wee Irish lad before the break!
09:36, Today: Mad Irish Murphy rolled 2,2 using d6,d6, rerolling max with rolls of 2,2. Strength.

The Stray
GM, 2273 posts
The Marshal
'round these parts
Mon 6 May 2013
at 19:41
  • msg #131

Re: Chapter 16.1: The Serpent's Belly

Mad Irish Murphy flet his feet give way and he was airborne, sailing end over end across the cavern, past the pile of bones, past Tex and the Bone 'Glom, past the still body of Carl and an Indian he'd never seen before...and right into the opposite wall, the impact driving his breath from him.

((OOC: That's why they call it "The luck of the Irish." ;)

12:33, Today: The Stray rolled 10 using 2d6. How far does Murphy fly? Wow. Ten squares will put Murphy on the opposite side of the cavern. Far past Carl and Charging Bear. heck, it's far enough to put him on the opposite wall...whcih means he's struck a solid object and is Shaken.))


It's Carl's turn...the Dead Miners are on hold
Carl Allans
player, 490 posts
The Quiet One
P6 T6 Cha 0
Mon 6 May 2013
at 21:10
  • msg #132

Re: Chapter 16.1: The Serpent's Belly

Carl continues to be a small half-curled heap of bloodied flesh on the cavern floor.

Henry, meanwhile, barrels into Joe and Ward, the former making his best attempt to catch him and prevent collision with the latter. "No! The Bone Walker! We've gotta-"

Henry realises Mike and Murphy haven't followed him. "Shit!" Shaking, the big man checks his ammunition, constantly looking back up the tunnel.

"C'n you voodoo it somewhow, Doc?"
he pleads with Ward, clearly reluctant to go back down the passage.


[[I suppose HH holds, too, since I can't think of a thing to do with him back there. How many bullets does he have at present?]]

Dr. Dexter Ward
NPC, 137 posts
Southern Gentleman
P4 T5 W0 F0 B2 Cha+4
Mon 6 May 2013
at 21:54
  • msg #133

Re: Chapter 16.1: The Serpent's Belly

"I'm afraid most of my 'voodoo,' as it were, will not be helpful." Ward says. "The spirits I usually contact to enact my...voodoo...are currently opposed to our endeavor, making most of my tricks difficult at best and actively hostile to us at worst." He considers for a moment. "However, I think I might have a plan."

He reaches into his satchel and withdraws several sticks of dynamite. "Dico autem vobis ligula levius!" he intones in a grave voice over the dynamite sticks. "There. Now they are enchanted. If you can get these into the piles of bones and blow them up, they will surely rend whatever spirits are causing the bones to rise. Be careful to keep them well away from the Ghost Rock seams and our companions."

He hands the four enchanted sticks to Henry. "Have Mr. Bennet rescue Mr. Allans and Mr. Muprhy while you and Ned set the charges."

"Hey, why does it have to be me?" Ned squawks.

"Because you're the one who has been cringing while your friends have put themselves in danger. now go!"

"Alright, Henry." Ned mutters. "Lead the way."

((OOC: Ward hands Henry four sticks of dynamite after some dog latin doggerel, and gives orders to Henry. It's now Henry and Mike's turn, with Ned moving with Henry.

As for ammo, I've updated the character sheets of Mike and HH with that info.))

Heavy Henry
player, 1 post
Fat Dust Adder
P5 T6 F0 Cha -1 Extra
Mon 6 May 2013
at 23:08
  • msg #134

Re: Chapter 16.1: The Serpent's Belly

Henry takes the 'witched' charges gingerly, now they're all magical, but looks grateful. "Here, you hold most of 'em," he says to Ned once they're out of Ward's easy hearing. "Don't reckon Ward knows shit about how stable this place is."

He claps Ned on the shoulder with enthusiasm he wasn't feeling. "Anyhow, you got in a good shot before - wanna bet a round on who gits it this time?"

[[ *headscratch* "I say to y'all how it is not heavy"? Good grief, where on earth are they carrying all that stuff?]]




Back in the cavern, Mike finds himself abruptly alone facing a bone 'glom as the scientist cheerfully blasts Murphy flying into the dark and pops back into cover.

Mike gapes for a moment, then shuts his mouth, frowns, puts down his lantern and aims at the black skull through the coalescing monster, steadying his pistol with both hands. "Jesus help me on this one..." he murmurs, and takes the shot.

[[Mike Bennett rolled -3,11 using d6-4,d6-4, rerolling max with rolls of 1,(6+6+3)15. shootin'. Hit and raise, I think.
23:59, Yesterday: Mike Bennett rolled 9 using 2d6+1, rerolling max with rolls of 1,(6+1)7. damage!
23:59, Yesterday: Mike Bennett rolled 4 using 1d6, rerolling max with rolls of 4. raise die *dope* -> 13 No, wait, headshot is +4, isn't it? *doubledope* So 17, I think. I'm going to sleep now.
init. 2C eek?]]

This message was last edited by the player at 23:17, Mon 06 May 2013.
Bone 'Glom
NPC, 8 posts
Wendell Mine Abomination
P8 T15 W0 F0 B2
Tue 7 May 2013
at 08:20
  • msg #135

Re: Chapter 16.1: The Serpent's Belly

Mike's shot hits the bone thing square in the chest.

There's a high {{Crack!}} of shattering bone.

And then the thing collapses. Bones fall back into the heap, and on top of the wreckage is the black skull...or what's left of it, anyway.

The bones twitch for a moment, then lay still.

((OOC: So...here's how things go.

Called shots to the 'glom don't do any extra damage, because it's undead. However, the skull itself has a much lower toughness than the rest of it, so with 13 damage you will cause a wound. That wound is enough to destroy the skull, since the 'glom doesn't have any chips left and I've only got a few GM chips. Congrats, Mike! nice shot.))

Mike Bennett
NPC, 20 posts
Lean Dust Adder
P5 T5 F0 Hench
Thu 9 May 2013
at 07:26
  • msg #136

Re: Chapter 16.1: The Serpent's Belly

Mike steeples his hands over the gun and looks up with a quick, silent 'thank you God' before re-grabbing his light. "Paddy! You all right?"

[[if he has any movement left on that turn he'll take a step or two towards the main cavern.]]
Mad Irish Murphy
player, 203 posts
Irish Dust Adder
P6 T5 W0 F0 Cha 0 W1R1B1
Thu 9 May 2013
at 09:02
  • msg #137

Re: Chapter 16.1: The Serpent's Belly

Murphy struggles with breathing after being driven into a solid wall and he falls down to the floor.
Finally he manages a cough, then another and sucks in air greedily.

He manages a weak laugh.

"I think I struck me some Ghost Rock, Mike..."
Charging Bear
player, 979 posts
Native Warrior
P8(1)T6 W- F1 FC:W-R1B1
Thu 9 May 2013
at 11:43
  • msg #138

Re: Chapter 16.1: The Serpent's Belly

Charging Bear remains quiet as he can wanting to see whats going on. He glances back to where Jeb and Itza-Chu should be and motions for Jeb stay. The native son didn't exactly feel friendly about being in a cave full with Dust Adders...
The Dust Adders
NPC, 89 posts
Ornery Thugs
P5 T5 Cha -2, Extra
Fri 10 May 2013
at 03:01
  • msg #139

Re: Chapter 16.1: The Serpent's Belly

Worryingly, Charging Bear can't see either Jeb or Itza-chu...though it's quite dark in the tunnels, so it could just be the low light. Of course, if he wants to remain unobserved himself, he had better move back under cover.

Meanwhile, Tex roars and charges the closest thing he can see...the last skeleton remaining in sight. Which is soon so many splinters as the giant's huge fists slam it against the wall repeatedly.

Dr. Ward and the remaining Dust Adders cautiously come up the tunnel behind Mike. "Mr. Murphy! Are you injured?"

((OOC: Make a Stealth roll, CB. You get a +4 bonus for the pitch darkness, as the lamps of the Dust Adders seem strangely muted here. People in the chamber, you can try to make a notice check to beat him to see him.))
Mad Irish Murphy
player, 204 posts
Irish Dust Adder
P6 T5 W0 F0 Cha 0 W1R1B1
Fri 10 May 2013
at 05:10
  • msg #140

Re: Chapter 16.1: The Serpent's Belly

That's indeed an interesting question. Am I injured?


Carefully, Murphy, feels for any broken bones, but aftwer a quick self-examination he seems fine.
"Think I'm fine, Dr. Ward... the wall cushioned me fall."

Technically, it had not been a fall, but rather a flight, but Murphy didn't dwell on that. He got up instead, trying to will his eyes to see something.

"Could use me some light here, though! Pitch black here, darker than a Saxon's heart! Carl... Carl, where are you?"

7:09, Today: Mad Irish Murphy rolled 10,3 using d8,d6, rerolling max with rolls of (8+2)10,3. Notice

Guess that's a sucess, even with darkneass modifiers.

Mike Bennett
NPC, 22 posts
Lean Dust Adder
P5 T5 F0 Hench
Fri 10 May 2013
at 08:01
  • msg #141

Re: Chapter 16.1: The Serpent's Belly

"Comin'," Mike says, ducking a ballistic pelvic fragment as he moves cautiously through the area of bone shrapnel created by Tex. He looks at it a moment before moving on: hard to believe that had once been human. Mike clamps down on the memories and moves on, light high and wary.

The lantern illuminates a...yes, a hat on the old tracks, as he aims for Paddy's voice. Mike paces on, worried now.

[[08:29, Today: Mike Bennett rolled 2,1 using d6,d6, rerolling max with rolls of 2,1. Notice? Nope. Probably not even Carl doing his corpse impression a little to his right...]]
Charging Bear
player, 980 posts
Native Warrior
P8(1)T6 W- F1 FC:W-R1B1
Fri 10 May 2013
at 11:29
  • msg #142

Re: Chapter 16.1: The Serpent's Belly

Taking note of the darkness, Charging Bear moves back to where he left Jeb and the cursed murderer. He hopes for the best as the slips through the shadows.

OOC:
07:28, Today: Charging Bear rolled 14,6 using 1d4+4,1d6+4, rerolling max with rolls of (4+4+2)10,2. Stealthin' (+4 Darkness).
I'm batman!

Dr. Dexter Ward
NPC, 138 posts
Southern Gentleman
P4 T5 W0 F0 B2 Cha+4
Thu 16 May 2013
at 02:22
  • msg #143

Re: Chapter 16.1: The Serpent's Belly

Charging Bear retreats back into the tunnel, silent as a ghost. None are the wiser...but Charging Bear isn't able to find Itza-chu, either.

"I'm sorry..." Jeb whispers to him. His voice is weak. "Couldn't stop him...on account of I don't seem to have no hands..."

Meanwhile, Murphy is able to find Carl's battered body in short order. Dr. Ward and the remaining Dust Adders cautiously enter the chamber, and Dr. Ward gets to work bandaging and treating Carl as the man twitches. Mike hovers around them nervously, while Heavy Henry keeps a weather eye out.

Ned and Spanish Joe head over to Tex and manage to calm him down. Augustus Spotswood heads to the side of the chamber to examine the strange patterns of ghost rock in the walls.

The chamber is vast, cut from the living stone and earth. Ghost rock outcroppings take the shape of human faces frozen in silent screams. Heaps of bones obscure the floor and make moving around treacherous.

Worst of all are the tunnel mouths. Each of the tunnels that lead deeper on into the darkness has taken on the aspect of a giant snake's head, stalactite fangs dripping bilious water onto the floor below. There's four of tunnels, including the one the group just came from.

After a few minutes of treatment, Dr. Ward gives Carl an injection that dulls the pain quite well. "How are you feeling, Mr. Allans?" he asks.

((OOC: Dr. Ward attempts to heal some of the wounds Carl has accrued.

19:02, Today: Dr. Dexter Ward rolled 13,2 using d8-1,d6-1, rerolling max with rolls of (8+6)14,3. Healing. Well, at least things are looking up. That will cover all of Carl's wounds.))

Carl Allans
player, 491 posts
The Quiet One
P6 T6 Cha 0
Thu 16 May 2013
at 08:44
  • msg #144

Re: Chapter 16.1: The Serpent's Belly

Carl presses a hand against the bindings at his shoulder, testing the set of the cracked bone, then nods. Holding up a hand against offers of assistance, he gets up, stands a moment to check his balance, then walks over and picks up his hat. Another nod.

[[um...what did Ward just give him there?]]

The Stray
GM, 2279 posts
The Marshal
'round these parts
Thu 16 May 2013
at 08:52
  • msg #145

Re: Chapter 16.1: The Serpent's Belly

In reply to Carl Allans (msg # 144):

((OOC: Morphine. What else would you expect a Victorian doctor to inject that would totally negate the kind of wounds Carl suffered?))
Charging Bear
player, 981 posts
Native Warrior
P8(1)T6 W- F1 FC:W-R1B1
Thu 16 May 2013
at 16:39
  • msg #146

Re: Chapter 16.1: The Serpent's Belly

Cursing under his breath, Charging Bear does what he can to help Jeb. He has no desire to see the Dust Adder die.

OOC: Going to burn my white chip for Power points, if that's okay ... else I can't really help Jeb out.

12:39, Today: Charging Bear rolled 3,4 using 1d6-1,1d6-1, rerolling max with rolls of 4,5. Spirit (-1 Wound).

Jeb
Thu 16 May 2013
at 16:49
  • msg #147

Re: Chapter 16.1: The Serpent's Belly

Charging Bear Reaches out to help Jeb...and can't find him. At all. Despite him still speaking to the native son.

"You know...afore you found me...I was in a lot of pain...I blacked out a bit, and found myself bein' pecked by those crow things...then you rescued me...but that was the spirit world, right?" There's a pause. "I passed back with you, but...what if I had no body to pass back with, on account o' I already died and passed on?"

((OOC: Actually, you can keep your chip.))
Charging Bear
player, 982 posts
Native Warrior
P8(1)T6 W- F1 FC:W1R1B1
Thu 16 May 2013
at 17:29
  • msg #148

Re: Chapter 16.1: The Serpent's Belly

The native son frowns as he didn't think of that. Guess Jeb was dead long before we had left the hunting ground This reminds Charging Bear that Itza-chu still lurks in the darkness. He put away the massive pistol he'd been holding and pulls his twin blades as keeping quiet was more important now than ever. His eyes  adjusting to the gloom, he began looking for his foe.

OOC: Tracking?
13:28, Today: Jake Lawrence rolled 17,5 using 1d6,1d6, rerolling max with rolls of (6+6+5)17,5. Trackin'.

Mike Bennett
NPC, 23 posts
Lean Dust Adder
P5 T5 F0 Hench
Thu 16 May 2013
at 19:45
  • msg #149

Re: Chapter 16.1: The Serpent's Belly

Mike paces a little closer to Murphy, trying to keep Carl in his peripheral vision but drawing attention away from the wrangler until he's got himself together. "All right. So...what does this shaman's photograph do? We was down here after what all keeps the Snake down, t'put it down for good, or as near as."

Mike automatically reaches for a cigarette, realises naked lights would be a bad idea and lets his hand drop, glancing over at Carl. The wrangler seems to be testing his hands' ability to clench and unclench with great concentration.


[[A Victorian doctor with access to things like powdered jackalope antler and a noted preference for coca derivatives over opiates where he deems appropriate...d'you think we should swap out Carl's phobia penalty for a fatigue level of Mister Kite?]]

Itza-Chu
NPC, 83 posts
Sadistic Apache
P8 (9) T7 W0F0 Cha -5
Fri 17 May 2013
at 13:46
  • msg #150

Re: Chapter 16.1: The Serpent's Belly

Itza-chu's trail is easily to find, even in the darkness. The Apache was still bleeding from the shot in his shoulder and was making bad time. Charging Bear follows the blood trail down the twisting, serpentine tunnel, and hears a pained grunting from up ahead.

He can't see anything, of course, but who else would be down here?
"The indians did something to themselves. Some kind o' ritual. There was a scientist back in town I talked to, told me that he'd taken a picture of all the braves while captured, a picture that came out all colored, though he wasn't sure how. Their holy man took it and did something with it, and now the indians have grey skin like a photograph and can't be killed. I shot one of them right between the eyes and he didn't flinch!"

He continues, "I think we have to find the photograph and destroy it. We were tracking the shaman and his band, and the trail lead us here. I think they're somewhere up ahead."

There's a great deal of worried muttering from the Dust Adders at this.

Augustus, the scientist, looks up from his examination of the wall. "Unkillable Apache? Rubbish. That's just not possible." he frowns. "Well, yes...theoretically, that might be the case, but...well, it worked on their horses, so we never did have to actually fight them, did we?"

Ward, on the other hand, is deep in thought. "Sympathetic transference." he mutters.

((OOC: Sure. Have a -1 Fatigue penalty for being in a Happy Place, which will wear off after about 4 hours.))
This message was last edited by the player at 13:51, Fri 17 May 2013.
Carl Allans
player, 492 posts
The Quiet One
P6 T6 Cha 0
Fri 17 May 2013
at 20:21
  • msg #151

Re: Chapter 16.1: The Serpent's Belly

Carl nods at Murphy's assertions and Mike's quiet response as to how long he'd been out. He has an idea there's something he can do now, but it takes concentration to grasp it. "...'ey feel." Carl gestures catching his throat, the bandaged wound to his skull. "..."

He fights to corral his thoughts. "'s another Chargin' Bear injun. Immortal." The wrangler gestures onward at the dark, aware in the same echoey, dreamlike way that he is angry, or hungry, or probably both. "..."

[[Some kind of CK roll for Mike/anyone else who's worked down here?]]
The Stray
GM, 2280 posts
The Marshal
'round these parts
Sat 18 May 2013
at 17:01
  • msg #152

Re: Chapter 16.1: The Serpent's Belly

((OOC: Alrighty. Heavy Henry was a miner, so he gets a +2 bonus on the roll (which is good, because he's an Extra and thus doesn't get a Wild Die). Mike just makes a straight roll.))
Mike Bennett
NPC, 24 posts
Lean Dust Adder
P5 T5 F0 Hench
Sat 18 May 2013
at 20:06
  • msg #153

Re: Chapter 16.1: The Serpent's Belly

[[21:00, Today: Heavy Henry rolled 5 using 1d6+2, rerolling max with rolls of 3. mine knowledge!
21:01, Today: Mike Bennett rolled 2,1 using d6,d6, rerolling max with rolls of 2,1. mine knowledge! *snerk* I think Mike's forgotten what the inside of a mine looks like.]]

Charging Bear
player, 983 posts
Native Warrior
P8(1)T6 W- F1 FC:W1R1B1
Thu 23 May 2013
at 19:24
  • msg #154

Re: Chapter 16.1: The Serpent's Belly

In reply to Itza-Chu (msg # 150):

Charging Bear pauses at the next bend and drops to a crouching position. "Ain't gonna do me no good going down here in the dark. Any light will give me away but I can't let Itza-Chu go, he's got to answer for what he's done." The native son stays in a crouch and tries to continues following the trail he's on.
Mad Irish Murphy
player, 205 posts
Irish Dust Adder
P6 T5 W0 F0 Cha 0 W1R1B1
Tue 28 May 2013
at 07:58
  • msg #155

Re: Chapter 16.1: The Serpent's Belly

"What was that, Carl? Another Charging Bear? Who's the original Charging Bear?"
The small irishman sounds confused.
Mike Bennett
NPC, 25 posts
Lean Dust Adder
P5 T5 F0 Hench
Tue 28 May 2013
at 12:21
  • msg #156

Re: Chapter 16.1: The Serpent's Belly

Mike glances at Carl, who keeps trying to shake his head clear like a dog with water in its ears.

"Some Cherokee Evans hired on for bein' fight-crazy - Percy saved him from one o' the Yankees that turned walker, awhile before some big negro bounty hunter rolled up with charges on th' Injun for rape, murder an' battery."


"...'ern't him," Carl scrapes out, heading on where Henry indicated. "Ranger got word back from Austin - Apache." That word alone would change the track of the Dust Adders' suspicion, but there was more. Oh, there was more.

"Grey injuns drug me t'him for some kind o' devil-sacrifice - torture. Not jes' men. Women. Kids. 'Time I was took there, this Chargin' Bear'd kilt Jeb, nailed Anne Sutler to a wheel an' was still nailin' her - like it was passtime t'him." Carl looks across as Tex lumbers up, anger cutting through the drifting sensation like ice water through sand. He makes a small gesture to Mike, who twitches an eyebrow at him but takes up the talk. Anger could do for courage in a pinch.

"You remember Mrs.Sutler, Tex? Let you hold them pippin' chickens?" It wasn't many homesteaders that would risk a basketful of future dinners on Tex's clumsy hands and temper, but the giant had seemed enchanted by the beeping yellow fuzz of life. "Injuns hurt her, Tex. Hurt her real bad. Hurt Jeb to death. They're gonna need a whole lot of bashin' to stay down - you good for that?"
This message was last edited by the player at 09:34, Sun 23 June 2013.
Augustus Spotswood
NPC, 303 posts
Scientist! 2W2R1B1L
P2 T6 F/ W-1 C -2
Fri 7 Jun 2013
at 10:11
  • msg #157

Re: Chapter 16.1: The Serpent's Belly

"Excuse me!" Augustus piped up.  "I appear to be bleeding.  Does anyone have an adequate pressure bandage?  No, it's not that serious.  Yes, I'm sure we'll be fine once we get patched up."
Charging Bear
player, 985 posts
Native Warrior
P8(1)T6 W- F1 FC:W1R1B1
Wed 26 Jun 2013
at 13:13
  • msg #158

Re: Chapter 16.1: The Serpent's Belly

Not one to be deterred by darkness, the native son presses on and began moving deeper into the mine sans light. His other senses attempting to make up for the lack of illumination. He holsters the pistol he'd been holding and draws both of his tomahawks. The weapons put Charging Bear almost at ease instantly, something to do with their familiar weight in his hands. His hand does pause to touch the rabbit's foot on his neck, next to the doll he's always worn. The fetish and the toy remind him of what he's been though and has manage to come out still standing ... mostly.

OOC:
09:11, Today: Charging Bear rolled 3,16 using 1d6-1,1d6-1, rerolling max with rolls of 4,(6+6+5)17. Notice (-1 Fatigue).

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