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Showing posts with label Mormons. Show all posts
Showing posts with label Mormons. Show all posts

Are we dead yet?

Last week ended on a cliffhanger - a plague bear was coming right for us, along with some well-dressed dude. This session started with the well-dressed dude getting into our van while the rest of us took the bear down.

The dude didn't get to steal the van, which is what it seemed like he'd be doing. Instead, he told us he was trying to find some kind of lab that used to be in the area. That sounded like a good idea to us, seeing as how we might find a cure for whatever disease we'd manage to acquire last session.

We drove through the woods, following the tracks of the abandoned vehicle, and found a large log cabin. The people inside were doctors and quite friendly. They even offered us (Maggie, Vincent and the NPC) to freshen up. Meanwhile, outside, Jack patched up the two holes in his windshield and Duke stayed put in his mech suit. A black rainstorm hit, which was only a problem for Jack - luckily, he managed to avoid it.

Thanks to Duke deciding to switch his heart monitor on, and realising the only heartbeats were those of us, shit kicked off. Apparently the friendly people were in fact undead and everything around us was just an illusion ... The showers were basically just mud. So now, not only are we infected with icky plague, we're also covered in mud. Great.

We're never going to finish this adventure

I forgot to post this last week because parents were visiting from abroad and stuffs. Last week, we played a bit of Relic, and I should've actually taken notes because there were some funny things said, but I didn't, so never mind.

We went through the portal in Rita's shop and ended up in the City of Brass. It's not a Mortal Instruments book. (... Or is it?) We took a boat trip, talked to Necrophims and their Soul Snakes and tried bargaining with them. It went so-so.

We got through a magic circle outside a door to what appeared to be Rita's workshop, and we've discovered that she's some kind of alien intelligence. We may have helped ourselves to some gems she'll never miss. (*cough*)

And we finished by going back on the boat all the way back to the portal and left the shop with fresh clues.

Equal rights for people with no pulse!

The first ever Jurisfiction adventure to span more than one session! In this one, the group left The Shining to meet up with Abraham van Helsing at HQ, before moving on to Narnia. Van Helsing and Carmilla instantly took a disliking to one another. While the rest of the party gathered at the lamp post, Carmilla, thanks to botching a Bookjumping roll, ended up in Wonderland. Well, she WAS rather preoccupied with Alice ...

On the other hand, the Red Queen was keen to get her hands on a Narnian statue and gave Carmilla a bag of Christmas ornaments as payment. But she had better come back with a bear, or heads will roll.

We don't need no edumacation!

In a bizarre, Matrix-esque twist, we kept coming across people called Eric Smith. One of whom was Eddie's brother Daniel - who was in two places at once. One version was Dan the Man, the other one was a clean-cut Daniel in a crisp, white shirt. A very disturbing sight. While looking through some files, we also discovered an Eric Smith who was the spitting image of Lord Trevor ... and an Erica Smith, looking like Dr Tilly's twin.

There were also scenes in university lecture halls, posh restaurants (Trevor paid, so we like him), kebab shops, mansions and terraced houses. Oh, and Lord Trevor decided to hire himself a bodyguard for lots of money. The two university lecturers, less well-endowed money-wise, had to settle for living on the same street as Eddie, and Eddie takes care of His People.

Oh, and the next table over had a delightful singalong, which we managed to hijack. :D

Dr T & Mr Dre: Narcoleptic Assassins

Awesome as ever, we had taken down an assassin. Still, that wasn't enough of an adventure, so we ended up going to a coffee bar, where plot hid behind the wall. Or, rather, an opening into the sewers, which eventually took us back to the Goblin Market.

There, we met with the Labyrinth potion seller and its granny, and Jack even managed to exchange a few words with a dwarf he once didn't try haggling with. And then the naive kid - Jack, that is - invited a bunch of seelie Fae to set up shop on his lawn at Wollaton Hall. Great move, we don't think.

One that does have great moves is Alysiana, who's currently pretending not to know us. She normally does that, but now it's with an actual purpose. To find clues! Are we any closer to finding any, though? That is the question. We're too busy inventing new concepts for roleplaying villains ...

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.

We are the worst saviours of the future EVER

We were heading toward Salt Lake City The City of Gloom by train - well, except we had to catch it first, and had only just missed the previous one by a day. We had to camp out and Gunney attacked by a big maggot-looking thing. Not that he knew anything about it, he was fast asleep. Its smouldering corpse was ground down to powder by Slick, who added mint and called it a fine gum, but then again, his tastebuds have become rather peculiar as of late.

We then had the idea of flying to Devil's Tower, which ultimately ended in Reynard falling out of the damned craft (it had no seatbelts, see, because those things hadn't been invented at the time) plummeting to his death. Except he's not called "Lucky" for nothing. If he HAD died, though, he would've actually become Harrowed. Alas, he's still in the world of the living ... somehow. Well, at least until the next session.

Now we're stuck in the middle of nowhere, because our method of transportation decided to crash land because it wasn't made by our Sam. Sam, in turn, had his horrible cough cured by Mary, and the black gunk in his lungs turned out to be souls ... which Slick saved some of in a jar. Like you do.

Okay, dynamite enema it is

Courtesy of the last night's 1st Edition Deadlands adventure at Chimera. It's back! And it's actually more stuff than last week, because yes, the party really is that crazy. :D This week in 19th Century Weird West, we found come clues as to where to look for the stolen black diamond a certain Dr. Hellstromme hired us to find. On the way there, we took the train, which meant the GM could finally unleash Murder on the Hellstromme Express on us!

Again, we bring you random comments from players and GM, along with a party consisting of an Alchemist Snake-oil salesman, a geriatric Gunslinger, a dynamite-obsessed Huckster, a Mad Scientist with an antique Gatling gun, and a high-falutin' Reporter. And a chorus of a train full of mad scientists, automaton ants and a train manipulation contest. Oh, and casual racism.