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16:01, 6th May 2024 (GMT+0)

Chapter 16.1: The Serpent's Belly.

Posted by The StrayFor group 0
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.
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