18 May 2013 @ 09:31 pm
After the hole is sealed and Ninurta's done away with, your entire party is bippity bopped to the other side of the forest. If there were stragglers that got separated, you're all in one place again. If you lost gear, weapons, phones, whatever, it's back on your person, functional again. If you lost any organs you're on your own though. No but basically you've been bewitched to safety out of the forest and the evil noises have stopped, you're homefree, homies. There's a crow perched on a rundown fence post along the road watching you with beady little eyes before it takes off back into the forest.

The map takes you to a rundown little bed and breakfast not but a fifteen minute walk out that looks like it was abandoned a while ago. No foul play, just closed for business, the economy is rough when you're located next to a haunted forest. Feel free to avail yourself of its beds, there's no room service but least you don't have to pay.


[Mission: get your bearings, make sure all your shits there, do a headcount, follow the road. call dibs on a room. rest up]
 
 
16 May 2013 @ 09:49 pm
Is it just you or is it really quiet in this area? Well haunted ghost forest of death or not, I bet you're really tired, and those ruins look like a good a place as any to park it for the road-weary. How long have you been up now? Does dying count as sleeping? Who knows. Sit your asses down and chill out for the night.

Maybe you want to explore the ruins if you're not sleepy. Don't wander too far, you little piece of shit dick cheeses.


[Mission: sleep post. don't get ghost killed while you camp]
 
 
15 May 2013 @ 09:22 pm
Everyone's alive again (or are they) and you've more or less regrouped, so it's time to move on. This place is brighter than the previous area, but every now and then you'll find the strange smell of smoke lingering in the air. The trees are less dense, too, so it's going to be easier to keep track of your friends.

A tiny little stream winds its way ahead. There are more old ruins in this neck of the woods, but they're even more overgrown than the old village.

There seem to be traces of an old pathway.


[Mission: follow the haunted brick road. or don't. ]
 
 
13 May 2013 @ 11:33 pm
So you're probably dead. A couple of your party members made it to the L4D safehouse and triggered a respawn point, yaay. Anyone that's died is up and mobile again, you're in a sunnier part of the forest just after a large glass greenhouse that has more green foliage and less evil black junk. Regroup, figure out where to go next, avoid murderfest round two.

[Mission: stick together this time and find a way out. don't get murderized by ghosts. whatever ]
 
 
13 May 2013 @ 12:40 pm
And now you're lost in the woods. Some of you, not all of you. Not yet.

For the more alert in the team, you may notice that your weapons are slowly deteriorating. For those of you with powers, you'll find that they can no longer be used offensively. Tonight the moon is red, and the light is barely enough to walk by. Anyone holding their name tag will have slightly improved eyesight in the weird dark/red moonlit area.

The same applies for the ones who stayed behind in the salt circle: it's very, very dark. And you might have noticed that the trees seem to be creeping closer. But you're definitely safe in your condiment circle. Definitely.


[Mission: keep moving. don't piss off the haunted shit any more than you already have. ]
 
 
12 May 2013 @ 07:21 pm
Oh, would you look at that. You finally made it to the village. It's getting dark, so it's great that you can settle in for the night and--

By the way, the village is in ruins. Years of abandonment ruins, not recently destroyed by marauding outsider band kind of ruins, so you're not in trouble or anything. It's just super old here.


[Mission: poke around, set up camp, find firewood. ]
 
 
11 May 2013 @ 12:36 am
Hey good job guys you actually fulfilled a mission of a post for once and nothing got set on fire? Wow gold star what special little sports you are. Okay so once you pick up and leave town after you stay the night you're on the road again, you're headed for a small village about a half day's walk. Take up your horses and your wagon and all that and hit the old oregon trail etc

Somewhere along your walking montage you'll pass a gathering of stones that look kind of out of place. You can stop to poke it if you're really bored but you're going to have to keep moving, so


[Mission: walking montage, poke things, be cool]
 
 
09 May 2013 @ 08:14 pm
You've made it out of the prairie and underbrush, congratulations! But with the lack of supplies from the journey around Alderwood has left you beat. Your horses hate you, you've got sand up in places where it's not welcome, you're hungry, cranky, and if you've been riding you'll be walking like Dean for a little bit. Lucky enough for you, the next town isn't much of a detour, so you can restock, trade, and try not to burn anything down.

[Mission: Stock up, let the horses rest, treat your cholera, etc]
 
 
08 May 2013 @ 02:55 pm
Rollin rollin rollin, rollin rollin rollin, rollin rollin rollin, rollin rollin rollin raaawhiiiiiiiiide move em on head em up move em on head em up rawhide! Cut em out, ride em in, cut em out, ride em in, rawhide

[Mission: you're still on the road. are you hungry yet. tired? too bad.]
 
 
07 May 2013 @ 06:01 pm
Well good job by setting right by the people. Alderwood is going to be up in arms for a while now, but that's not your problem. Now that you're done crumbling governments and reuniting people with their lovers and uncles and uncle lovers (probably), it's about high time that you start your journey to the next checkpoint.

You've got a bit of desert to cover, and a day to spend passing through it. You can either bypass Alderwood altogether, which costs an extra two days, or take the train on through and risk being shot at for a third (or fourth...fifth) time. The train is quicker, but evidently both ways have their set of dangers. It's really up to you.

[Mission: pick a way and go. it's gonna suck either way.]
 
 
07 May 2013 @ 05:03 pm
HOLLA you're in Summerhill. If you didn't make it out of Alderwood you have no excuse because everyone split up to look for you and drag your ass out, and if no one found you you'd be chased out by law enforcement. The residents of Summerhill don't seem too thrilled that you're back, but in a oops sorry you got the short stick too way not in a don't take kindly way.

Alderwood's still buzzing with the news and new rule so you ought to avoid it for a while. Or charge back in like the stupid assholes you are. They're hanging the outlaw couple in the town today so if you're going to go on a boneheaded rescue mission now's your chance. Maybe you can even reveal the mayor's dirty, dirty ways while you're there and get that ruling flipped. If you don't fuck it up.

For the time being as long as you remain in Summerhill you're safe, no one will bother you here. So you can take this time to regroup and come up with a plan.

[Mission: chill out in summerhill, don't get killed, maybe go on a rescue mission. you know]
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06 May 2013 @ 08:38 pm
Both groups that turned over their outlaws were paid the handsome sticker price. The Sheriff was disconcerted about the missing bounty, but it appears so long as they have Martin they're not too worried about the straggler. You must have been tired after the long day yesterday, so hopefully you've rested up and taken advantage of the hotel rooms and actual beds. By the time morning rolls around, a steady stream of people are heading to the court house for the town meeting. Check it out Y/N?

The bounties are still secured in the jail. They are heavily guarded, or as much as they can be in a town with such divided resources.

[Mission: town hall meeting before you depart from westworld anyone?]
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04 May 2013 @ 09:15 pm
If you've already bagged yourself an outlaw, good for you. Take them back to Alderwood to collect your cash reward. The Sheriff is willing to let the group stay in the city for another night for your cooperation, so feel free to avail yourself of hotel services before you take off for your next stop on your amazing LOTR journey.

For those that hung back around town, I hope you've made yourself busy while the others are playing cops and robbers. There's plenty of money to be made and resources to stock up on, between hustling at poker, hunting, helping ranchers, breaking horses, five finger filet etc. You might have heard the news of the town hall meeting to take place tomorrow, too. Maybe you'll still be here to catch part of it before you head out again.

BTW: the bounties you brought back are in the jail occupying a cell each if you feel so inclined to conversate with them after you've turned them over.

[Mission: it's probably evening again by the time you return to town with your bounties, so make plans for accommodations and enjoy your last night in westworld]
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02 May 2013 @ 07:55 pm
The teams are as follows:
Nick/Michonne : Billy & Janna Turner
Dean/Clara/August : Earl Johnson
Hel/Bo/Daniel : Dewie Martin
Divide and conquer. You start out in Summerhill, follow your respective leads to track down your bounties and bring them to justice. Or not. One thing's for sure, the desert is vast and it's going to take a lot of riding to get anywhere.

[Mission: go after your bounties.]
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02 May 2013 @ 02:13 pm
The train ride was uneventful. I hope you enjoyed your luxury car with padded benches and free liquor because it's all sweaty horse butt and uncomfortable saddles from here on out. When the train pulls up into the tiny little rinky dink station outside Summerhill, the brakes squeal to a halt and you're ushered off the train. A man helps you unload your horses and the train departs again, leaving you stranded miles out of Alderwood with nothing but your wits and your horse.

The crabby old ladies shuffle into town on their horses that are loaded down with cargo, presumably some kind of delivery. The residents of Summerhill are reluctant to come out of the buildings, so the streets give the impression of being completely deserted. A young gentleman that Nick and Dean should recognize from their forray into the town before comes out to greet the women and receive the goods they hauled into town. The conversation seems terse at best.

[Mission: divide and conquer? you're in summerhill, so figure out where to go from here to find your bounties]
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01 May 2013 @ 04:41 pm
Good morning sunshines. Whether you got a hotel room or slept on the cold hard ground like a disgusting hobo, the sun once again rises over sleepy Alderwood. Some drunks are still stumbling back to their rooms when you're waking up, hookers retiring for the day to hibernate and barkers passing out newspapers like the bustling town it is. If you haven't already started your bounties, you ought to get on it now.

You have a couple hours before the train pulls into the station headed for Summerhill, so kill them by asking around or trying your hand at poker. Maybe you can earn yourself a horse by breaking a stallion in. You can make a quick buck by selling animal pelts and various herbs at the general store. There's plenty of things to be done, so no slacking off.

[Mission: MORNING POST IN WESTWORLD]
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30 April 2013 @ 11:14 pm
Alright yall enough doodling around. It's nightfall in Alderwood, so grab yourself a hotel room, you can either opt for the snazzy spacious 5 star in the high class end of town or one of the less financially debilitating rooms on the second floor of the inn/pub, but expect to hear a lot of hooker noises and drunken cowboys from downstairs. You get what you pay for.

You ought to grab yourself a bounty poster and decide on a plan of action so that you have direction for your adventures tomorrow, because the Sheriff seems like he's not gonna stand for you taking advantage of their kindness if you're not going to hold up your end of the bargain.

There are four main bounties posted in the courthouse, but they're scattered about the town on posters, too. There's Dewie Martin, the highest paying bounty, Earl Johnson, Janna Turner and Billy Turner. There are other, lesser bounties, but those seem to be the four the Sheriff's really pushing for.

[Mission: rest up, youre going bounty hunting tomorrow morning]
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29 April 2013 @ 11:11 am
You all sure did make a mess of that. Well all things considered you did all right, no one's dead yet and you managed to protect the cargo from the bandits and not get yourselves rearrested in the process. When the train pulls into the station in Alderwood, the Sheriff lets you walk out free men, but with one stipulation. There are bounty posters hanging all around Alderwood and in the Sheriff's station. In order to earn a clean slate they're asking you to hunt the bounties down and bring them in for justice. All in all, it's not a bad deal, considering what a long list of crimes you've managed to rack up. How about it, gang?

While you think on the deal, they've allowed you to explore the town. It's a much bigger town compared to Summerhill, with big wide cobblestone streets, large brick buildings and a spacious courthouse. It's America circa 1910 in a little time capsule, minus some of the more industrious technology. You can do some shopping, check out the pub, or chill in the doctors office if you got shot. You know who you are. Just know that if you try to leave the town without picking up a bounty poster you're likely to get stopped, after all, you have a deal.


[Mission: decide if you're going to go for the deal. explore the city.]
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29 April 2013 @ 04:48 am
Well you didn't freeze to death, that's a start. Anyway, good job walking, gold stars all around. You haven't accomplished anything. The train noise grows louder the further you travel, and the ground starts to shake with the rattling of trains over iron tracks the closer you get.

Maybe you're distracted by it, maybe you're just exhausted and tired. Either way, it's not your fault they got the jump on you. A big group of people on horseback flank the group, aiming guns and swinging lassos before our hapless bunch can get a word in. The official looking guy in the hat is the first one to speak.


Now you'll all come along quietly or there's gonna be a lotta unnecessary blood spilt. You're under arrest, get on your bellies and show us your hands!


[Mission: Fight the inevitable or surrender quietly. but they are law enforcement so you know try not to be copkillers]
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