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Showing posts with label Potions. Show all posts
Showing posts with label Potions. Show all posts

Deadlands Noir, directed by Quentin Tarantino

As we left last session still in the Bayou, having narrowly escaped being eaten by a ginormous zombie alligator, we returned to town to organise an auction with the Black Hand and the Red Sect. They met up in the Bayou, things kicked off, Malone took Emma and ran behind a shed and spent most of the fight there, which is a great way of not dying.

And then there was this big robot coming down from the sky, which was taken out by a Tommie gun in a spectacular fashion (although not by us). So in the end, we got the girl, weren't killed, and we even got some money to pay our bills. Yay!

Feed the crocodiles, tuppence a Rog

So, Jack and Finn went after a merchant who had Jack's father's sword. Apparently, he had won it in a card game, off some bloke. Instead of persuading the man to part with the sword with Diplomacy, Jack stole the sword while Finn distracted the crowd with an impromptu guitar performance, and they both legged it. How are they ever going to find the bloke who lost the sword in that game?

Meanwhile, the rest of the group made it through the swamp and to the ferry ... which was already too far out in the water to catch. Our dear (?) friend (?!) Chinface the Redcap was there ... and ended up feeding some crocodiles because Set kicked his proverbial peaches. Flora made sure to loot the body (or what was left of it) for the potion bottle, so they'd have one spare, just in case.

Finn and Jack were without a guide in the swamp and had to fight a crocodile that very nearly got them. In the end, by using a couple of swords, they dispatched it. Finn decided to use swords more in the future, even though he inadvertently became a Squire by accepting the sword Jack gave him. The only Knight he can be a Squire to is Set. We'll see how that pans out ...

Finally, the potion-bearers reached the Count's Freehold, where the doors were wide open. Unusual. Redcaps were present. Set and Hugo (with Flora at a safe distance behind) went inside, only to find most of the Count's court in pieces - Ogres with chainsaws generally have that effect on people - and the Count himself at the tip of a sword, courtesy of Vinnie the Rog ... and that was the end! We will not abide being left on such a cliffhanger, so the GM has got orders to write us some more adventure to get closure.

Well, that didn't pan out

You guessed it, we're still dungeon crawling our way through the Devil's Tower. We sneaked upstairs, fought a Madonna squad of monsters (they were re-enacting Vogue, we swear!), nearly blowing ourselves up in the process and then sneaked on through a maze. There were traps in that maze.

Slick and Reynard found a blade trap and tried to figure out how to jam it, but they were taking too long, so Sam decided to sneak off in another direction to do some investigating. There, he came across some bat men (well, they dropped on him from the ceiling, specifically), forcing the rest of the party nearby into attack mode.

Gunney used his newly found ray gun to help and blew off one of Sam's legs ... and then his guts, completely by mistake. Trying to use potions to bring him back to life, it didn't work out so well. Sam came back as a living dead (nearly a barf zombie - we really got our hopes up for a bit there) and clawed Gunney's guts out. Slick had to finish him off with a Greek Fire potion.

So now, we've lost two characters and thereby 40% of the party ... We're gonna cause Armageddon, aren't we?