Turn 3: Its a Monster!The for my two dice rolls, I'd like one trap dice roll in the, to add a grenade on top of the pool table, in between the playing balls. The trap part of this being that the grenade only has a 0.25 second fuse instead of the normal 4 second one.
And lastly a monster dice roll to put a zombie whose arms are completely covered with big medical needles behind the door to the right of the foyer.
(2) You create a perfectly ordinary grenade in relatively plain sight for the unsuspecting humans to pick up and use as a deadly weapon against you. Good job!
(2) A image of a zombie appears in the dining room, ready to scare the crap out of whoever it tries to attack before in inevitably disappears.
Interesting. Check the phone, while entering the door to my left.
You enter the door on your left (5) as it is thankfully unlocked.
Your phone, (3) is unfortunately dead. Why do these settings always seem to encourage these things?
-Bust Room-
You enter the room to a surprise of a long line, of bust upon bust of various individuals, seemingly going on for several meters around the walls of the room. Each bust appears to be of middle age, and depicts mostly men, and a few women too. The second to last bust, however, seems to depict a demon, with long straight horns instead of hair.
The last bust in the room, standing directly to your left, is shattered to thousands of pieces on the floor. Instead on its pedestal, lies what appears to be a red journal, possible placed there by some other individual.
Status:
Name: Alexandria Hopkins
Health: Healthy
Mental Health: Perfectly Normal
Fears: Spiders, Dolls, Commitment
Backpack: Dead Cellphone
Go to the right side and open the first door.
Just follow Ms. Obvious
(also including you bringing of the lamp, don't worry)
(6) You plow through the door on the right, breaking its hinges so the door does not close normally (5) Miraculously the act of breaking the door down does not harm you at all.
(Auto-Success) You follow through the now broken door.
-Dining Room-
You both enter the room, ornately made for a family of high class to throw a mighty party. Two long tables sit to your sides, with neatly (for the most part) placed chairs parked in appropriate spots.
The odd thing about this room, however, was not in what was in it.
You were not alone.
In front of you both is an oddly pale man, but his appearance was of nightmares. All over his body are medical syringes, some filled with an odd liquid. He wears a gown you would expect to see on a medical patient, not a man in the middle of a dining room.
Suddenly, he turns around, reacting to the noise generated from breaking the door open, and begins lurching forward toward you. His eyes have no depth, and seem to glow an unnatural red light. He lets go an odd moan, going up, starting to turn into a growl. While slow, he is clearly not human.
A monster, if you will.
Status:
Name: Ms. Pretty Obvious
Health: Healthy
Mental Health: Perfectly Normal
Fears: Wind Chimes, Small children singing songs in unison, Grandfather clocks, Airplane toilets.
Backpack: Dead Cellphone
Equipping: Table Lamp
Name: Matis Croker
Health: Healthy
Mental Health: Normal
Fears: Needles
Backpack: Cellphone
Head to one of the first floor doors, preferably the one on the left side of the room (left relative to the starting entrance)
Also, see if my phone works and if it has a timer function.
You enter the door no problem, as it was proven unlocked last turn.
Also, checking on your phone, (2) but it won't turn on. You recall that you needed to fix it, and you were going to drop by later to get a replacement.
-Hallway 1-
In front of you , as soon as you enter the hallway, is immediately a bend in your path, with a path way to the left and right. There is a door in the middle of this bend as well as on the wall left of you.
(5)That last door you see close as soon as you enter, indicating that someone else could have entered it.
Status:
Name: Cromwell Jackson
Health: Healthy
Mental Health: Perfectly Normal
Fears: Crowds, Vampires, Dogs, Children
Backpack: Broken Cellphone
Lift the carpet
(2) You feel around the strange region and try to lift up the carpet, but to no avail. It seems that you alone might not be able to uncover whatever is under the carpet.
Wait.. are those portraits looking straight at me?
(Auto-Success) No they are not, as the previous description had not stated they were.
You laugh to yourself as you wonder why you would think they were staring at you. You decide to check your cellphone just as a way to not make this turn completely worthless (3) but, unfortunately, it is dead like everyone else who dared to check thus far, just showing that the dice really does enjoy setting the mood for a horror story.
Name: Kate Hart
Health: Healthy
Mental Health: Perfectly Normal
Fears: Drugs, Water(Only Large Quantities)
Backpack: Cellphone
Name: Edgar Spooks
Health: Healthy
Mental Health: Perfectly Normal
Fears: Staring Eyes, Creepy Chants, Porcelain
Backpack: Dead Cellphone
Okay, I might have put too much snark in this turn. Will turn down next time.