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Second-hand lockpicks, here we go!

NEW ORLEANS, LOUISIANA
WEDNESDAY, 6 MARCH 1935


In this very first airing of our new characters, they were hired to look into the disappearance of a man's sister. She had been courted by a local slimeball, who may or may not have had something to do with the disappearance. Investigations ensued, taking us both on a stake-out and to a retirement home, with the mysterious Dr Chainsaw. The name might be a clue.

The heroes of this piece are the investigating team of Hatch and Malone. Private investigator Napoleon "Nape" Hatch likes to drink, and to ogle pretty dames. His colleague is a little bit harder to explain. Penny "Dreadful" Murphy is trying to become a full-time reporter, but these are troubled times and her articles aren't always selling - hence why she's also working as a private investigator. It would be a conflict of interest to write articles about cases you investigate, hence why she's using the (fairly obvious) pseudonym Molly Malone.

The two met while working on a case. Hatch was investigating whether or not some dame's husband was being unfaithful, and Malone was trying to get a scoop investigating the same thing, so they decided to work together. And then they thought it would be a good idea to continue working together. We'll see who regrets it first.

Born to not investigate, not to survive

We ended up generating characters for the next game, Deadlands Noir, instead of playing a boardgame. So far, we're not sure what to make of the Savage Worlds system, as it's more limited than 1st Ed Deadlands, but we'll see how we like it as we go along. If we decide against it, we'll just convert the characters (or create new ones, as the case may be) into the Deadlands we're used to, only using the new 1930s setting.

The heroes of this adventure are two investigators. Both are very savvy when it comes to investigating, tracking, searching and things like that. Being able to shoot a gun is sort of optional. We might hit, if we're lucky. As long as no one hits us back, because we sort of ran out of points to be able to get a Dodge skill. Ho hum.

In one corner, there's a gumshoe, a private eye, and a drunken one at that ... and in the other, a plucky yet impulsive reporter. How could this team of non-combatants possibly not succeed in a world full of [radioactive barf] zombies and evil spirits?

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 ...

Welcome to Zombies'R'Us! We have guns!

As we now had bodies to cut up, Cully set to work. There was no blue gunk or shifting, crystalline substances anywhere near here, however, but we learned that the zombie was in fact the guy who'd gone missing, and who we were looking for. Convenient! Not for him, granted, but for us.

We then followed leads, leading to an abandoned house in the middle of nowhere, but there was nothing there, other than to show that the people we were hunting had been there.

On the way back, though, we were accosted by an overly friendly driver. Shots were exchanged and we eventually drove the guy off the road. Mulligan got shot, but seeing as how his partner is a certified MD, that wasn't so much of an issue. We responded by cordially blowing his head off.

Now we have more dead bodies to examine, although we're slightly concerned they'll decide to walk off on a homicidal rampage. Umm, help us Delta Green, you're our only hope?

Geek rage in the basement with a flashlight

We've now finally started playing the new adventure, in which we discovered the Mysterious Case of the Missing Body From the Morgue, a missing girl from a hospital and a missing hospital patient. They're all redheads - is this some sort of conspiracy? Following leads, we ended up in a dark and dingy basement, armed only with flashlights and guns ... although the GM insisted on having NPCs switch the proper lights on.

There was a zombie down there. A meatshield nearly died. It was the best day ever!

GM Cat's seasonal greetings


Hope you have a great holiday season, regardless of your denomination, and a happy new year! :) We're back with the quotes again next week. Meanwhile, you can say hello to us and GM Cat on Facebook, why don'tcha?

And now for a brief intermission

Our group this week unfortunately had to cancel at the last minute, due to the GM being unavailable. We still popped in to the store, however, because we had brought a cake to celebrate said GM's belated birthday, and, well, the cake had to be eaten.

While doing that, I eavesdropped a little on our friends on the next table over. Unfortunately, I didn't think to take my pad out sooner than I did, and as we didn't stay long, this is a very short post. Short but sweet crazy. Filing Cabinet Man was involved. He's a living filing cabinet with superpowers. 'Nuff said!

MY EVIL PLAN

Occasionally, things happen that makes us unable to play our regular scheduled game. For this session, we were one player short, which we didn't know beforehand, and as we were about to embark on a new adventure, we ended up playing a boardgame instead: Merchant of Venus, an updated version of a classic game about space exploration.


There was lots of setting up and trying to figure out how to play it, so we only managed about three or four rounds before we had to start packing it back away again and go home. We had fun, though, and there will be less prep time next time we play it.

Does this mean we finished the adventure?

Halloween rave in Central Park, and we all went - we dressed up and everything, so Mulligan finally got to don his fishnet stockings. Such a proud moment.

Grigor, the Goth tattoo artist vampire wannabe who was in cahoots with the baddie, peddled drugs that would kill you, so we had to take him down. Moving through the crowd, we eventually came across the baddie himself.

As we came well-prepared with marbles, magic dust and shotguns, taking the baddie out wasn't as hard as we had expected. He tried to fade away, but was shot with dust-filled shotgun shells, and when Silver emptied a jar of dust over his head, he exploded. Hurrah!

And as the dust settled, pardon the pun, we had a meeting with a mysterious Miss Green in the bar, who invited us to join the anti pandimensional threat squad known as Delta Green. There's no money in it, but we're in it for the glory. Or, to tell the truth, because it's a plot point and otherwise we wouldn't have a game to play next week.

Giving Doctor Who a nosebleed

This was sort of our sewer level, as we crawled around trying to find the source of a horrific scream, heard underneath the cellar in the wine shop. We didn't find anything. Nor anything in the crypt in the church nearby.

There was, however, deaths following an incident in a goth club ...

By a stroke of luck, Cully's old physics degree might actually have been useful for something - she could decipher some sort of weird ritual, which, if we actually use, might rip the Swiss cheese of time and space open and let out Cthulhu. Which we might not want to do.

Oh ye of targeted plot

This week, we found us some hobos that Agent Mulligan equipped with cheap Wal-Mart pagers so they could get in touch easily. General Silver and Agent Cully put their heads together and made a sort of mystic powder, which they then filled bullet casings with - it's a weapon against the abominable diamond man!

We also explored the suspect's old haunts from the 1920s, out in Partridgeville.

No bodies, no problem

We contined our investimagations and the cameras we put up in the basement of the wine shop finally paid off. The weird monster tried to come in through a smoke cloud, but because of the ball bearings scattered all over the floor, it couldn't materialise. Fascinating.

As it happened, we then had to get out of there to find where the thing would materialise instead. As it turned out, a couple of nutters who wanted to become "vampires" were there with it. And they all disappeared, in a puff of smoke ...