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Showing posts with label Ninjas. Show all posts
Showing posts with label Ninjas. Show all posts

Introducing the Duffel Bag of Destruction!

We didn't get very far in this session, to be perfectly honest. We plotted what we were going to do when meeting the guy Phage had lured to a café. Ugrub waited by the back door while Phage and Dru kept look-out by the front window, posing as coffee-drinkers. The job of talking to the guy fell on Teddy.

The guy was convinced defecting was a good idea, and Teddy suggested he go home and pack and be ready to leave home with his wife and family in about three hours. Basically, so that his current employer wouldn't find out and do something bad to him.

Shorty after the guy left, some guy in the booth next to where Teddy had been sitting also left, so we all went to red alert. Then Teddy mind-controlled the guy, who started shooting into a parked van on the other side of the street, and the rest of the session was taken up with that combat.

Is sugarcane flammable?

This session was going to be the last one, but as luck would have it, combat tends to take longer than expected, so we had to pack up and leave it for next time.

You see, we went back to Manchac. The town had been torched by some bad guys, who had driven up to Morgan Freeman's house (the one Sutcliffe didn't burn down). We requisitioned a vehicle and drove up there, blew up one of the trucks and walked through fields of sugarcane toward gunfire.

On the plus side, we found the dame we'd been looking for, and her brother, and a Voodoo priest.

On the downside, we also found a gang of baddies with a tommy gun.

On the other hand, the invisible monster was also about to show up ...

That's why they put the I in FBI

After a prolonged re-cap to get the two very special agents up to speed after the three-week gaming break, Mulligan and Cully actually found clues. And plot. And all sorts of things that meant we progressed a whole lot more than normally would be expected.

Cully's dice rolls were consistently awful, but on the other hand, she had had a big scare the night before. Still, as Mulligan's rolls were pretty good, we still made headway.

We found out that the hat had belonged to a doctor, who disappeared four months after the murder of a writer in 1928, whose corpse had similarities with the present day killings. The doctor's forwarding address shortly before going missing were close to where the first and fifth murder took place.

Might this be some sort of weird transcendental time travel, with a doctor possessed by a creature from another dimension? We don't really want to believe this one.

Ballooning with Portuguese Ninjas

Our investimagation took us back to the nutty professor, who gave us copies of the things he had given Abigail the night before - which was just as well. The navy lieutenant with the scary shadow was not the navy guy the paperwork was supposed to have gone to ... On the plus side, Brown got deputised, but it still didn't stop people from calling him "boy" even though he's 32.

Then we went down to the docks, stowed Hummingbird's darling balloon onto a ship, and sailed off to the islands off the coast of Spain, shown on the paperwork. Things would have been fantastic in the waters of Spain, if it wasn't for the fact that our characters were created for urban 19th Century London ...

The island we arrived at was something else. Hummingbird took Brown along in the balloon to do a bit of scouting. Fortunately, there was a more experienced balloonist there who could do most of the work. Hummingbird, we discovered, was 90% talk about how fabulous he is as a balloonist ... and only 10% actually skilled. It was quite possibly his very first time in the air.

Up at the manor, where Abigail had been suggested she go to find company better suited to a lady, everyone curiously had very familiar names. And meatcleavers, as it turned out. In the docks, Boaty enjoyed the local rum and was horrified at what the Spanish subject their omelettes to. (Potatoes? Who'd ever do such a thing?!) That was before all hell broke lose and he had to flee the scene, chased by a mob of flesh-eating maniacs.

Luckily, both party members were picked up in the balloon, which then developed a leak and, because of some brilliant dice rolls when they really needed to be brilliant, landed square on our ship. Sadly, there wasn't much left of the crew. Brown got taken over by evil smoke, Abigail fainted, and everyone jumped ship. Hummingbird made it to an island first ... and got his eyes ripped out by Brown, and then his head was turned a good 180. Boaty, seeing this from where he was swimming, mercy-shot Abigail and was about to kill himself when someone else did it for him.

50% dead and 50% have their souls taken over ... that's not that bad, is it? Well, this was the last session after all ...

Similar to a comrade motion picture, maternal fornicator!

We're caught in politics about who's to rule Nottingham, and if that wasn't all, the potion administered to the princess had echoes of Dark Fae, so even though she seems to feel better, she now has a Something Something Something Dark Side to her. Hmm. How do we fix that?

Actually, we need to put that one on hold because there's a wedding that needs planning - Finn's!! - and someone needs to become the Count of Nottingham, and as Jack's a baron, we went along with him to a big meeting of all the local barons.

There, we found Jack's uncle - who doesn't have one set of eyebrows, but two; the second pair look like a pair of caterpillars on his forehead and we suspect they are a separate species of Fae entirely - and Jack's uncle told us some rather interesting things about Jack's parents and why they were in Borneo. Apparently, there were assassins after them. Good to know! Moments later, an assassin crept up on us, trying to take out said uncle. We saved the day, of course, even though the assassin had a scary iron knife. We may or may not (emphasis on the latter) let him live.

These boots were made for stompin'

When we're one player down and face certain death, there is a coping mechanism we tend to employ in the group. It's called "procrastinating until Death goes away". We've done it in Deadlands before, and now ... we just ended up talking all manner of bollocks just for our own amusement. All the while, of course, aware that the more we stall, the less chance there is of us getting killed in that particular session.

It very nearly failed to work, when the GM threw a bunch of genestealers on us. Nasty critters, they are. They pack a savage punch, and we took damage. Had it not been for a few strategically used Fate points, there would have been more body parts missing than just an eye. Or, as it turned out, having your leg very nearly shot off.

Before going into the next Xenos-battling, however, someone said that would be a good place to leave it, so that the missing player wouldn't miss out on as much. The other players quickly agreed, as did the GM. So now, battered and bleeding, we go into the next combat with a full squad.

We found a clue and we killed it!

Still one player down, Reynard and Slick went looking for clues - and killed him, but they didn't know that at the time. Sam and Mary stayed back at the boarding house and tinkered with the whirlygig, which Sam then took for a spin ... to dispose of the clue body the others had brought back. In the end, we met a shady character (they're all shady, aren't they?) who offered us a job: to break his friend out of prison. Money-hungry Slick accepted before we actually had a chance to get the details. Such as: who that friend actually is, and if it's really in our best interest to break him out of a very scary jail ...