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Showing posts with label Chocolate. Show all posts
Showing posts with label Chocolate. Show all posts

From Splugorth with love

We got inside the flying fortress, somehow, and tried working the computer terminals to figure out where in this massive construction we were supposed to be headed in order to place the bombs ... and then we struggled a little to actually open the doors to where we were going.

We did decide that we were basically season four of Babylon 5, the plan being to have a big finale of the series, trying to cram everything in ... and then we find out last minute we got renewed after all and so then have to make up season five. Well, that's provided we actually survive this thing, because let's face it, the odds are not in our favour here.

Apparently I'm going to Tolkeen

In this session, Booker was finally told that Gorbash can remove the symbiote off his back. Problem is, the symbiote is quite handy to have ... even if it is a Splugorth creation/abomination. But when it saves your life, you know, you sort of get attached to it. Or it's some kind of Stockholm Syndrome going on.

Speaking of Gorbash, he thinks the Cyber-knights should set up a council or something to police their knights and such to ensure that they don't go rogue (like that Josh guy), because Cyber-knights are supposed to be the pinnacle of something or other. Though Jayson explained that there are sometimes people like Josh who are the exceptions to confirm the rules, Cyber-knights are not 100% infallible, because they're still human.

Getting maimed? Not in the mood!

Well, the Rakshasa were toast and the party survived, so that's good. The group also had a chance to catch up with Booker. Drake went and got his armour sorted, as his player was indisposed.

Booker, it turns out, used to kill innocent people for money before he met us. We daresay it explains a few things. The amulet he bought off a friend (who was a little too eager to get rid of it) turns out to be a symbol of Splugorth, and that's generally not considered a good fashion accessory.

And then we used those red bandannas to infiltrate Rakshasa Raider territory while trying to find that big box full of doom gate, and uh, let's just say we're starting to have a Bad Feeling about this campaign ...

Tearing monsters a new bottom

Last time, we got to a field past a sugarcane field and there was shooting. Murphy was down to three injuries, Sutcliffe was still injured from previous sessions and the "unlucky" Hatch somehow didn't have a scratch on him ... which is more than can be said for the NPCs.

We continued the firefight - this time aided by the Bayou Ranpan, a.k.a. the big, scary, invisible monster. Somehow (read: open-ending dice rolls by lots at the right time) we took it down. And then we took the last minion down, while Father Etienne beheaded the other remaining baddie.

And then we saved the lady, only to find she hadn't just lost her brother, but indeed her entire family had been tortured and then butchered by the same guys we had just "taken care of" (read: dumped their bodies in the Bayou). Sadface. At least we got to steal the baddies' remaining truck so we didn't have to take the train back to New Orleans.

We returned the dame to Fat Dan in his Absinthe House, got our $100 bar tab (and free drinks to celebrate!), slept soundly and then went to cash in our $200 reward with the guy at Hexaco, seeing as how we had removed his problem from the swamp and had the exoskeleton to prove it. Thanks to a very open-eneded dice roll, Hatch made sure he couldn't screw us out of the reward money and got it in writing.

So now we're RICH! And also alive. That was unexpected.

Don't fear the Reaper - fear us!

After deciding to implant the dead body with a smartphone, tucked nicely somewhere under the stitches from the recent organ transplant, Special Agents Mulligan and Cully headed to Providence to follow up on another lead.

In a cottage somewhere in the woods, we found one of the other transplant cases, a "tortured artist", who was still semi-coherent. He was cuffed to a woodburning stove and tranquilised. Meanwhile, Cully looked at his paintings, lost 5 Sanity, and had to have a breather outside.

That's when the remaining two transplantees showed up ... and we had to barricade ourselves inside the artist's bungalow. Axes were involved. Cully sneaked out of the back door, aiming to get to the stolen car the transplantees had brought with them. If the mastermind's head was in it, we could destroy it, and no one would have to die.

Well, the axe-wielding maniac had to be taken out, and the 12-year-old girl unfortunately noticed the not-stealthily-sneaking FBI agent and started shooting. Fortunately, she missed. Everyone else, however, didn't.

And then we lived happily ever after, humming along to Don't Fear the Reaper ...

Yes, the inside of a demon looks like an Aero bar

Everyone present and accounted for, finally. Slick wasn't killed after all - he just passed out after smelling the rest of us. Then we were off to Grimme's Cathedral to fight a murder of demons. (Demons don't "flock" or "gaggle", they "murder", obviously.) The map the GM drew was a little ... special, but somehow we managed to live to tell the tale. This is it.