The Chamber

Tav
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#16

Post by Tav » Fri Feb 18, 2011 7:28 am

> recheck inventory
Okay, you tell yourself. It's time to figure out exactly what you have. You're wearing some sort of skin-tight suit, and over that, you're wearing some cargo pants, with plenty of pockets, and a Tshirt. Checking those pockets, you have a bent paperclip, an array of LED lights, a black cable, and you find a letter in your back pocket. It looks crisp and clean.

"Hey, Sam!
Just wondering when you'll be able to get up here! It's pretty nice, despite the whole creepiness about it.
- Em."

You don't remember who Sam or Em are, whoever they are. For the first time, you realize that you. . .

<big>can't </big><big><sup>remember</sup> </big>anything
The world suddenly turns on it's side, and you black out.

You come to, sitting up. You pick the letter back up.

> go towards the hallway that is NOT the unlit one.

"Okay. I have to get out of here." You say to yourself, getting to your feet. You look back to the dark hallway, and shiver involuntarily; it feels like something in the dark is watching you. You quickly go the other way.

At the end of the hallway is a door. you open it and walk through, ending up in a large room. Pipes go everywhere throughout the walls, and you realize that this is some sort of maintenance room. There's a toolbox on the floor, another one of those maintenance shaft apertures on the roof, a fusebox, and some of the pipes are groaning.

((As of now, I will be keeping a 'map' of the area as you explore it.))

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#17

Post by rosebarks » Sat Feb 19, 2011 1:02 am

> Check tool box and take what might be useful.

> Check Fuse box.

> Check floor for anything else that may be useful.

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#18

Post by MDude » Sat Feb 19, 2011 3:15 am

(If the maintenance shaft we're seeing now is the second one, what was the first? I don't see any mention of it.)

>Consider that the rosemary smell might have been a tool for sedating prisoners, thus why you were light-headed.

>In a further bout of paranoia, consider that the letter form your pocket might be a trick designed into thinking you elected to come here.

>Look through the maintenance aperture and/or see if you can reach it with your hands.

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#19

Post by Tav » Sat Feb 19, 2011 4:13 am

((@MDude In the hallway, under the command '> Look around for any and all doors that may lead out of the area.'))

> Check tool box and take what might be useful.
You don't actually find anything of use in the toolbox; Actually, to your astonishment, it's completely empty.

That was a let down.

> Check Fuse box.
Swinging open the fusebox, you find that someone had slammed some sort of tool into it, deep enough to smash most of the fuses all to hell. The tool looks like some sort of wrench, but you don't want to pull it out; The fusebox is sparking, and you'd guess that most of the fuses don't work. You bet yourself that that's why the other hallway is dark.

> Check floor for anything else that may be useful.

The floor is covered in dust, and you search under the pipes for anything. You find a screwdriver. At least, that's what you think it is. You're not too mechanically minded. It has a flat, thin end, and a rubber handle? Yeah, that's a screwdriver all right.

While you're there, you make a Dust angel.

> Consider that the rosemary smell might have been a tool for sedating prisoners, thus why you were light-headed.

If you were a prisoner, how would that chamber been so easy to escape? Does that mean that there's someone else helping you? Maybe they're watching you? Perhaps from a computer screen. . .
You look around for cameras. You don't see any, to your relief. They would have thought that the dust angel would have been very silly.

> In a further bout of paranoia, consider that the letter form your pocket might be a trick designed into thinking you elected to come here.

Hmm. If that was so, then that means that you knew someone named Em, and that your name is Sam? Sam. Sammy? Samuel? Samantha? Who knows?
You resolve to find out what your name is.
You giggle at the name 'Cornelius' again. It sounds like the name of someone to make fun of and abuse often.
But what- what if you're not out of the prison? Part of you asks yourself. Maybe you're still trapped.

> Look through the maintenance aperture and/or see if you can reach it with your hands.

You recall seeing one of these in that hallway, with the chambers.
The maintenance aperture has some sort of thick, heavy bolt holding it closed. Maybe it's something that the engineers on the station use to repair electronic breaks, or to get to other places while on some sort of lockdown.

You're not sure why you think of this place as a station, or why a lockdown would be necessary. You reach up, and you can barely reach the bolt holding it shut. You twist it, but it doesn't come loose. Maybe you need some sort of specialized tool. You try the screwdriver. It doesn't work.
Last edited by Tav on Sat Feb 19, 2011 4:14 am, edited 1 time in total.

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#20

Post by MDude » Sun Feb 20, 2011 3:15 am

>If the tool box is light enough, use it to carry tools.

>Examine connections to fuse box and try to find where they lead.

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#21

Post by rosebarks » Sun Feb 20, 2011 6:41 am

> Look behind self incase someone followed me, not liking the fact someone might be watching me.

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#22

Post by Tav » Sun Feb 20, 2011 7:08 am

> If the tool box is light enough, use it to carry tools.
The toolbox is small and dense, but it's easy to carry. You throw the screwdriver in there. Something seems off, somehow. Something is wrong.

> Examine connections to fuse box and try to find where they lead.
You examine the fuse box, but the tool obstructs your view. And you really don't want to look closer. The handle of that wrench seems awfully conductive to the electricity sparking out of it. You smell that odd wet dog smell again.

> Look behind self in case someone followed me, not liking the fact someone might be watching me.
You turn around, towards the open door, paranoid.

Oh.

Crap.

Oh god. Oh god.


Something large and bulky and on four legs looks at you, standing in the doorway. It has layers of chitin over its head and back and it's glaring at you through hunters eyes.

They're hunters eyes.
Last edited by Tav on Fri May 27, 2011 1:57 am, edited 1 time in total.

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#23

Post by rosebarks » Sun Feb 20, 2011 7:14 am

> Grab the screwdriver and use as weapon. Dull as can be but it works... for now.

> Use Toolbox as well.

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#24

Post by Tav » Sun Feb 20, 2011 7:16 am

> Grab the screwdriver and use as weapon. Dull as can be but it works... for now.
You panic, throwing the screwdriver at it. It just bounces off the creature's carapace.

> Use Toolbox as well.
You throw the toolbox as well. It bounces off as well.

You emit a squeak as you back up away from it, Hoping it wouldn't see you.
Last edited by Tav on Sun Feb 20, 2011 7:16 am, edited 1 time in total.

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#25

Post by MDude » Mon Feb 21, 2011 5:43 pm

>Back into a corner, try to use the pipes to climb up out of the creature's reach.

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#26

Post by Tav » Mon Feb 21, 2011 10:52 pm

>Back into a corner, try to use the pipes to climb up out of the creature's reach.

You scramble up the pipes, just as the creature charges into you. You get just high enough, and it slams into the pipes below you. Several pipes burst, and there's a sudden strong smell of rosemary. Your head swims.

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#27

Post by rosebarks » Tue Feb 22, 2011 8:02 am

> Climb up just a little further and jump, running towards the door grabbing both toolbox and screwdriver run fast towards the dark hallways, seeming to be, really, the only option left and doing the best to get away from that rosemary scent.

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#28

Post by MDude » Tue Feb 22, 2011 6:09 pm

>If the previous option seems utterly futile, try to direct the rosemary scent towards the creature.

>Wonder when you're going to get some potatoes to go with all this rosemary.

(Edit: I figure I should chat some about the game instead of just giving commands, both to help strategise and because half the fun of these things is the speculating about what's going to happen. I'm thinking if protagonist can subdue the creature for a moment, they can go back to the starting chamber and use the screwdriver to open the vent and crawl inside. Otherwise I think protagonist is meant to be captured and/or befriended by the creature.)
Last edited by MDude on Wed Feb 23, 2011 2:27 am, edited 1 time in total.

Tav
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#29

Post by Tav » Wed Feb 23, 2011 3:53 am

>Climb up just a little further and jump, running towards the door grabbing both toolbox and screwdriver run fast towards the dark hallways, seeming to be, really, the only option left and doing the best to get away from that rosemary scent.
You leap over the creature, grabbing the toolbox and screwdriver, and dart off, slamming shut the door behind you. You run into the darkness. . . and you notice nothing's following you. Looking back, the door is shut. . But nothing's bursting out in anger. You approach closer to the door. . You get a faint whiff of rosemary. It seemed that the creature got most of it, and passed out.

>If the previous option seems utterly futile, try to direct the rosemary scent towards the creature.
It seems you've already done this&#33; On accident&#33; That's how cool you are, you tell yourself.

>Wonder when you're going to get some potatoes to go with all this rosemary.
Probably in the food hall.

(( Well, I don't want to talk too much and give too much away, but I fully and completely support calling them Protagonist. And HERE is a discussion topic for The Chamber, even though it's not a proper RP. ))
Last edited by Tav on Wed Feb 23, 2011 4:02 am, edited 1 time in total.

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#30

Post by MDude » Fri Feb 25, 2011 10:47 pm

>Check the original chamber and try to remove the vent cover.

>If the inside of the vent is, beyond any sensible expectations, better lit than the hallway, crawl around inside.

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