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File 177565868623.png - (10.88KB , 800x600 , title.png )
1124861 No. 1124861 ID: 923364

there are sinners here. your job is to save them. come forth.
61 posts omitted. Last 50 shown. Expand all images
>>
No. 1125202 ID: 70f58a

>>1125178
Check the walls for a light switch.
>>
No. 1125231 ID: fd169b

Now that you're out of the light your eyes should adjust after a minute. Follow along the wall until you find a light switch.
>>
No. 1125258 ID: 923364
File 177608324031.png - (36.04KB , 800x600 , 23 - lift.png )
1125258

Grace prepares to lift the desk.
BRUTALITY (Medium, Success: 12 > 11) - The desk is weighty, made of a heavy wood no doubt. Lifting it alone would be a mountainous task, much less figuring out how it would fit into the elevator. With this weight, it might be wider than the elevator entrance.
REFLECTION - You are strong, but know your limits. It must have slipped everyone's mind to warn you first of their choice. Understand what you can do, we will guide you.
Check difficulty will now be made known by its respective skill. Player action checks will be done with 2 6-sided die, added with their skill's modifier. Double 1s will always fail, while double 6s will always succeed.
BRUTALITY - Should you lift it, it will be an immense task. Better to map out the place first.(Godly: 16 vs Grace's: 12 + 2d6)
>>
No. 1125259 ID: 923364
File 177608326068.png - (48.01KB , 800x600 , 24 - pair.png )
1125259

Retreating away from the desk, Grace turns around and begins running their hand along the wall, bumping into a single elevator button and-
Their hand dips. The surface is cold and metallic. Likely another elevator to pair with the one they came from.
>>
No. 1125260 ID: 923364
File 177608327375.png - (48.92KB , 800x600 , 25 - glass.png )
1125260

They continue running their hand along the wall, meeting a 90 degree left turn, then a door, then another 90 degree left, followed by 3 doors in succession, another 90 degrees-

.. Their hand meets something smooth. It's cold like the first one, but the texture is different. It feels glassy.
>>
No. 1125263 ID: 923364
File 177608334566.png - (54.18KB , 800x600 , 26 - around.png )
1125263

Grace continues, only to realise the last 90 degree left turn ends up with them looking into the elevator's shine again. Now they vaguely know where things are.

VISUALISATION - They could make out a mental map of the room they're in... (Medium: 11 vs Grace's: 8 + 2d6)
PERCEPTION - It may be wiser to stack that with a scan of the room using the mirror as illumination.
>>
No. 1125264 ID: 9bbb0e

>>1125258
Sounds like a plan. First mirror to direct the light, plan a route mentally. Then we can estimate if the desk would even fit.
>>
No. 1125273 ID: fd169b

If there's a desk there's probably also a chair, easier to move into the elevator.

You should also try running your hands over the back of the desk to see if there are any drawers. if so, the mirror might be enough to illuminate their contents.
>>
No. 1125278 ID: 99a1a6

>>1125273
Depends if the chair has wheels. They would make it unsafe to stand on, especially if we are later on a hurry.
>>
No. 1125280 ID: 70f58a

>>1125263
Well, we can do that I suppose. What then? There's not much point in moving the desk into the elevator to stand on to reach the hatch, because the elevator is working.

We should just check the drawers of the desk instead.
Also call the other elevator so that it opens and sheds more light into the room.
>>
No. 1125300 ID: 94d85e

Sounds like you found a window. Keep feeling around for a clasp to open it.
Shine that elevator light everywhere with your mirror.
>>
No. 1125306 ID: 847683

>>1125264
Yep.
This is sound thinking.
>>
No. 1125310 ID: b4c241

>>1125263
We sense two elevators on one wall, a single door on the next, then three door opposite the elevators, and on the last wall... something covered in glass. A mirror? A portrait?

Use the mirror to help map out the room, and focus especially on that glass panel, and the doors in case they have markings that may reveal their contents.

There may come a time when you have nothing to rely on but your own mortal mind. But today, let the light guide you.
>>
No. 1125353 ID: 923364
File 177616937920.png - (39.42KB , 800x600 , 27 - call.png )
1125353

Grace approaches the previously felt elevator button and presses on it. It glows a neon red.

Near instantly, a chime is heard. The doors don't open, and no light pours in.
>>
No. 1125354 ID: 923364
File 177616956420.png - (55.84KB , 800x600 , 28 - gap.png )
1125354

They go up to the closed doors and feel around them. Then, their hand slips into a gap.
BRUTALITY - An open gap prime for prying. Finally, we get to quench the need to flex your muscles and open it up.(Challenging: 14 vs Grace's 12 + 2d6) (-10: No tool equipped)
Grace contemplates on opening it barehanded, but figures it might be better to get a tool beforehand.
>>
No. 1125355 ID: 923364
File 177616962038.png - (47.56KB , 800x600 , 29 - reflect.png )
1125355

They walk away from the failed procurement of another light source and kneels down in front of the only one still open. They fish out their mirror and begin to reflect light, carefully.
>>
No. 1125357 ID: 923364
File 177616978108.png - (55.85KB , 800x600 , 30 - door.png )
1125357

The first door they encounter has a plate next to it. It looks wooden, and the handle has no lock. It's the only door on the wall.
LOGIC (Medium: 11 vs Grace's: 8, Failure) - Anything could be behind that door.
>>
No. 1125358 ID: 923364
File 177616995671.png - (61.69KB , 800x600 , 31 - door(s).png )
1125358

The next three doors are illuminated. They are all on the same wall, but the first in line to the far right is on a wall slightly indented from the rest. The rightmost door has a square plate on it, compared to the others' longer, rectangular one.

PERCEPTION (Medium: 11 vs Grace's: 9 + 3, Success) - In the dim dark, Grace could make out that the square plate has a man and woman icon stood side by side. Its plate is made of metal, while the others are perspex.
>>
No. 1125359 ID: 923364
File 177617001966.png - (50.25KB , 800x600 , 32 - window.png )
1125359

The illumination lands on the last mark in the room. The glass.

It reveals itself to be a window of some kind, yet the light shows nothing. It becomes engulfed in pure darkness, far beyond the glassy border between here and there.
>>
No. 1125360 ID: 923364
File 177617003962.png - (57.10KB , 800x600 , 33 - watch.png )
1125360

An unshakeable feeling of being watched washes over them.
>>
No. 1125361 ID: 923364
File 177617008301.png - (48.20KB , 800x600 , 34 - map.png )
1125361

Grace pries themself away from staring at the window, and begins pondering all of the gathered evidence, placing the mirror back into their pocket.
>>
No. 1125367 ID: 923364
File 177617093058.gif - (501.59KB , 800x600 , 35 - thinky think.gif )
1125367

(+3: Used mirror to visually confirm details) (+2: Felt for features around the room.)
>>
No. 1125368 ID: 923364
File 177617094267.png - (38.81KB , 800x600 , 36 - map achieved.png )
1125368

They manage to piece together a mental map with everything they know of this place so far.

There is a desk to their left, and a window behind that. The opposite wall has 3 doors leading somewhere, while the right wall has a single door next to the rightmost opposite wall door. There is an elevator to the right of the initial one they came out of, but it is not working.
>>
No. 1125369 ID: 923364
File 177617095617.png - (41.54KB , 800x600 , 37 - desk cont.png )
1125369

Much to do. They approach the desk, now confident in their stride with sureness in their navigation.
>>
No. 1125370 ID: 923364
File 177617097643.png - (51.34KB , 800x600 , 38 - drawer.png )
1125370

They feel around it, trying to find a drawer.

Grace's hand lands onto an indent; a handle!

They pull on it, and something rolls around inside before thudding the drawer's front.

PERCEPTION (Challenging: 14 vs Grace's: 9, Failure) - The interior is shielded from the light entirely. There is nothing that is able to be seen.

LOGIC- Even then, it may be something useful, small enough to fit into a drawer. You should take it.
>>
No. 1125372 ID: 923364
File 177617101538.png - (43.26KB , 800x600 , 39 - roller.png )
1125372

While they're here, they grasp onto the nearby chair and move it back and forth.

It moves easily.

INSTINCT (Medium: 11 vs Grace's: 12, Success) - It's wheeled. Even if you were to put it in the elevator for later use, panic will surely cause them to fall.
BRUTALITY - And from passing glances, the desk is far too big to fit into it. Another platform will be needed.
>>
No. 1125377 ID: 9bbb0e

The indented door is a restroom. Public, by the looks of it, so we must be in a reception office for this floor. It is less likely to hold anything of immediate use, but still worth checking if there is a light switch on the wall inside.

Check if the plackards by each door are screwed on or glued on. If they are glued on, you may be able to use your nails/claws to peel one off, and use it as a lever for the second elevator.
>>
No. 1125383 ID: c88218

Try pulling the drawer out entirely so you can see the item inside in the light. Ponder if anything dangerous can be so small.
>>
No. 1125384 ID: 847683

>>1125372
An office chair.
Give yourself a sit while you think.
Maybe a little spin.
Fun to clear the mind.

Im sure we've found a toilet with that man-woman sign.
Mayve theres more dhiney objects in there to take and set up mire reflective light? At least unyil we fibd a light switch.
>>
No. 1125385 ID: ea02e4

>>1125383
I am reasonably suspicious that it is a flashlight.
>>
No. 1125392 ID: b4c241

>>1125372
The window has nothing but darkness behind it. Something is outside this building. What happened here? What happened to you?

Let us continue to investigate. Does the desk have any other drawers? Can they be removed, so we may bring them into the light? If not, the rolling item is most likely safe to handle, if it does nothing dangerous from you simply opening the drawer.

Should the item prove less than useful, open the bathroom door to explore it. Bathrooms are enclosed and have internal lights. Shining a closer light on the other doors will give you a better look at their markings.
>>
No. 1125393 ID: 70f58a

>>1125368
Ah, so the desk is a receptionist's desk. A mixed bathroom also implies something like a hospital.

>>1125370
Carefully acquire small object. You can examine it in the light.

>>1125372
Alright, try the center door next to the bathroom. I'm thinking it's an office of some kind.
>>
No. 1125558 ID: 923364
File 177649796915.png - (31.79KB , 800x600 , 40 - tool.png )
1125558

Grace fishes out the item inside of the drawer and holds it up to the light. It's a flat-head screwdriver with a lot of heft to it.

BRUTALITY - Use it to pry off the placards. It's better than using your nails.(Medium: 11 vs Grace's: 12) (+2: Screwdriver in hand.)
>>
No. 1125559 ID: 923364
File 177649798528.gif - (60.44KB , 800x600 , 41 - chair break.gif )
1125559

Before moving on, Grace opts to have a little bit of whimsical joy. Look at them go.
>>
No. 1125560 ID: 923364
File 177649801034.png - (37.95KB , 800x600 , 42 - bathroom.png )
1125560

They stood up and head towards the bathroom and open it. Light pours out of it into the room, lighting it up more. The buzzing of fluorescent lights is heard inside.

Black mold is on the opposite wall, and the floors are unmaintained. The smell here is atrocious. A mirror is on the right side, smudged in a tar-like material.

All of the stalls except the open one are all locked.

EMPATHY - Maybe there could be someone there?
>>
No. 1125562 ID: 847683

>>1125559
Weeeeee!
There you go.
Joy.

>>1125560
Nasty, but not the worst toilet ive ever seen.
Careful as you walk in, that mould could be slippy if you stand on it.
>>
No. 1125565 ID: 70f58a

>>1125558
Nice! We can use that to get into and out of all sorts of places and situations.

>>1125560
Mold? So this place is abandoned I guess.
>locked stalls
I guess look underneath to see if any are occupied. Otherwise, there's not much to do here. Maybe later if we especially need to scavenge.

Leave the door open for more light, see if you can see anything new in the main room. If not, open the next door on the wall.
>>
No. 1125571 ID: 94d85e

You can use the open stall to look down into the adjacent ones.
>>
No. 1125572 ID: fd169b

better check if the taps work, and if the water seems safe
>>
No. 1125573 ID: 9bbb0e

>>1125558
Good plan. Get the placards, might as well grab all three, we'll find a use for them. We could use this to open the elevator too, but I don't want to risk bending a real tool on an unintended task.

>>1125560
Cover your mouth with your shirt if you go inside. Better not to breathe too much of that in.

If this is a hospital or doctor's office, maybe we can find a proper face mask somewhere in one of the other rooms?
>>
No. 1125574 ID: 9bbb0e

Oh, and remember to mentally keep track of the two placards on the other doors, so we can check what they say in the light and add it to our mental map.
>>
No. 1125651 ID: 923364
File 177669272559.png - (33.13KB , 800x600 , 43 - scout.png )
1125651

Grace crouches down to check the stalls' contents. The two locked ones seem untouched if not for the filth and gunk surrounding the toilets, with little damage sustained to the fixtures ; both the toilet bowls and the metallic hoses accompanying them.

BRUTALITY - The metal hoses can be used as impromptu weapons should the time come. They look relatively unharmed, shining through the grime in stainless steel.

Grace also sees.. a pair of bare feet at the end stall.
>>
No. 1125655 ID: 923364
File 177669280827.png - (39.06KB , 800x600 , 44 - sink.png )
1125655

To be thorough, grace opens one of the taps. Black sludge flows out of it in lumps and splatters inside of the sink, followed by a flow of very dirty water that washes the gunk away. They close it after.
>>
No. 1125656 ID: 923364
File 177669282053.png - (39.49KB , 800x600 , 45 - stall.png )
1125656

Grace peers into the open stall...
>>
No. 1125657 ID: 923364
File 177669282713.png - (26.74KB , 800x600 , 46 - girl.png )
1125657

There lays a girl, unconscious against the toilet and leaning on it. They wear a cloak over their body, but little else is visible. Their legs are exposed, pockmarked with scars of past cuts.

SUGGESTION - You should wake her up. Another person in this place could prove useful.
>>
No. 1125660 ID: 847683

You should wake her but brace for panic.
Its one thing waking up somewhere unfamiliar like you did grace, its an entirely different experience being awoken by someone. Scarier, or at least frightening in a different way.
>>
No. 1125663 ID: 7d6e9a

Knock on the stall structure to wake her up from beyond reach. She is small so your reach is greater.

Assert your purpose by asking what is her sin.
>>
No. 1125664 ID: fd169b

try knocking first, and if that don't wake her kneel down and shake her knee. You don't want her to feel boxed in when she wakes up. But she shouldn't sleep here, the air can't be good.
>>
No. 1125665 ID: 70f58a

>>1125657
Wake her gently.
>>
No. 1125694 ID: b4c241

>>1125657
Enemies could be anywhere in this cursed place. Listen closely to the other stalls. If you cannot sense a threat, then you may talk to the girl.

Asleep in a bathroom, scars on her legs... this is a very troubled girl. Be gentle with her, Grace. Try to wake her from outside the stall, and stand to the side so she does not feel trapped. If she does not respond to your voice from a distance, then it is wise to approach and check her for further injuries.

Be mindful, Grace, that our sacred duty is to save and protect the people of this world. You are mighty, but that might must be tempered with compassion, even for the impure.
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