Mar. 31st, 2007
Wed. Deadlands
Mar. 31st, 2007 04:29 pmSo this past session started with McCall leaving behind the others to ride to Apache Junction from Tucson. Mostly because I didn't have enough cash left for the stage again. And I ended up having an uneventful ride. The others on the hand got in a battle with some kind of giant sand worms, though the managed to escape with their lives after the worms wouldn't attack their coach. Even though the group was originally attacked while investigating a previous coach the worms destroyed...
*shrugs*
After that everyone ended up in A.J. wandering around and uncovering plot points. I sold the mine I inherited in my back story to some crazy Dutchman. The others investigated a missing preacher and a potential Indian curse. And we all dealt with a trio claiming to be Texas Rangers. Ones who gave every sign of being Harrowed. The "Rangers" were searchign for the crazed Dutchman. Who somehow managed to take one out by surprise at one point. After a time everyone basically decided that the "Rangers" were if not fakes, at least not the good guys. So we decided to first deal with the Indian curse. A group of Navajo children had died of the pox because the townsfolk wouldn't let them into the town. And the Spirit Bear watching over their mass grave said to bring a shaman to lay them to rest...
Of course on the way to the nearest Navajo camp we spotted that A.J. was on fire behind us. So back to town we go. Where we learn that the "Rangers" had been burning down the homes of anyone involved with us or the Dutchman. Including the church where Father John Crowley's ward Jesus was. The kid was nearly burned to death, but Crowley managed to miracle him back to life. At that point Noah was ready to have Father John take on the "Rangers", Harrowed or not. So we went to the mine I had sold to get the whole story from the Dutchman...
So the mine wasn't a silver mine. It was a Ghost Rock mine. Originally owned by some Russian named Popov (who may or may not have been a vampire) who kept sacrificing his workers to turn a Gateway into the spirit realms into a Nexus of Evil. Dutchman guy (who may or may not have been a heavyweight Huckster) was trying to find a way to dispell the Nexus, but he needed the deed (which I sold him) and a shaman. Not that me (McCall) or Noah (Father John) cared. We just wanted to get the False Rangers to the canyon where the mine was so we could ambush them. Of course Kelley the Marshall wouldn't let us. Constantly going on and on and on about how with the Nexus the False Rangers would be unstoppable here and how they could be invisible and blah blah blah. With Matt (Hawkeye the Scout) and the Kid (Sam the Kid Huckster) trying to back Kelley up. How we should get the shaman and blah blah blah...
Look, Noah and I understood that our characters HAD NO CHANCE against the False Rangers. WE GOT THAT. But given the flaws built into our characters, WE DIDN'T CARE. Playing them correctly meant we needed to call out the False Rangers. Eventually, after being brow beaten by the others (not their characters, the Marshall and players) we agreed to investigate the mine and saw it was shaped into the form of the Chaos symbol star thing, with some other symbol carved into the center. So we agreed to have Hawkeye go and try and get a shaman. Meanwhile I'd head back to town and get all the dynamite I could find to blow up the mine...
McCall arrived back at the Dutchman's Mine (yes, for those familiar with Arizona folklore, THAT mine) at the same time as Hawkeye and a shaman. While McCall and Father Crowley wired the mine the shaman went into his whole cutter/pain ritual. Eventually the shaman said we needed to go thru the Gate the mine was built on to get to the Happy Hunting Grounds to defeat some Guardian/Big Bad. Which is where we ended...
Of course next week I think I'm just going to blow up the fucking mine anyway. Kelley already admitted that would disrupt the Nexus of Evil, even if the Gate would still be open, if buried. And since the FUCKING point was to keep the False Rangers from going Super Saiyan on the Nexus that seems like a better plan than going to the Happy Hunting Grounds to knife fight some fucking Big Bad. I fucking hate getting run over by the Plot Wagon...
*shrugs*
After that everyone ended up in A.J. wandering around and uncovering plot points. I sold the mine I inherited in my back story to some crazy Dutchman. The others investigated a missing preacher and a potential Indian curse. And we all dealt with a trio claiming to be Texas Rangers. Ones who gave every sign of being Harrowed. The "Rangers" were searchign for the crazed Dutchman. Who somehow managed to take one out by surprise at one point. After a time everyone basically decided that the "Rangers" were if not fakes, at least not the good guys. So we decided to first deal with the Indian curse. A group of Navajo children had died of the pox because the townsfolk wouldn't let them into the town. And the Spirit Bear watching over their mass grave said to bring a shaman to lay them to rest...
Of course on the way to the nearest Navajo camp we spotted that A.J. was on fire behind us. So back to town we go. Where we learn that the "Rangers" had been burning down the homes of anyone involved with us or the Dutchman. Including the church where Father John Crowley's ward Jesus was. The kid was nearly burned to death, but Crowley managed to miracle him back to life. At that point Noah was ready to have Father John take on the "Rangers", Harrowed or not. So we went to the mine I had sold to get the whole story from the Dutchman...
So the mine wasn't a silver mine. It was a Ghost Rock mine. Originally owned by some Russian named Popov (who may or may not have been a vampire) who kept sacrificing his workers to turn a Gateway into the spirit realms into a Nexus of Evil. Dutchman guy (who may or may not have been a heavyweight Huckster) was trying to find a way to dispell the Nexus, but he needed the deed (which I sold him) and a shaman. Not that me (McCall) or Noah (Father John) cared. We just wanted to get the False Rangers to the canyon where the mine was so we could ambush them. Of course Kelley the Marshall wouldn't let us. Constantly going on and on and on about how with the Nexus the False Rangers would be unstoppable here and how they could be invisible and blah blah blah. With Matt (Hawkeye the Scout) and the Kid (Sam the Kid Huckster) trying to back Kelley up. How we should get the shaman and blah blah blah...
Look, Noah and I understood that our characters HAD NO CHANCE against the False Rangers. WE GOT THAT. But given the flaws built into our characters, WE DIDN'T CARE. Playing them correctly meant we needed to call out the False Rangers. Eventually, after being brow beaten by the others (not their characters, the Marshall and players) we agreed to investigate the mine and saw it was shaped into the form of the Chaos symbol star thing, with some other symbol carved into the center. So we agreed to have Hawkeye go and try and get a shaman. Meanwhile I'd head back to town and get all the dynamite I could find to blow up the mine...
McCall arrived back at the Dutchman's Mine (yes, for those familiar with Arizona folklore, THAT mine) at the same time as Hawkeye and a shaman. While McCall and Father Crowley wired the mine the shaman went into his whole cutter/pain ritual. Eventually the shaman said we needed to go thru the Gate the mine was built on to get to the Happy Hunting Grounds to defeat some Guardian/Big Bad. Which is where we ended...
Of course next week I think I'm just going to blow up the fucking mine anyway. Kelley already admitted that would disrupt the Nexus of Evil, even if the Gate would still be open, if buried. And since the FUCKING point was to keep the False Rangers from going Super Saiyan on the Nexus that seems like a better plan than going to the Happy Hunting Grounds to knife fight some fucking Big Bad. I fucking hate getting run over by the Plot Wagon...