Turn 33: The group explores the magical lands of a locker room. There, they find exactly what is on the tin, a locker room. It's, like, one of the two mostly pointless rooms I made connected to the Portion Hub and 3/8 players explore it... *shrug* I'm sure you guys had a good reason to explore it.
On another note, someone tells people to go away on a note. Notable, huh?
Make way to Portion B-Section A Security Room,stealthily.
[2]: Welp, you make your way towards the security room when the blur of Nick causes you to stumble and nearly kick a clip of ammo way off into the distance.
You stumble backwards to try and avoid kicking it, before you nearly step on a pistol and slide on it. Thankfully you avoid sliding.
You decide to stop lest you suddenly make a lot of noise.
Glean the secrets of professional waiting from Felicia. Compare notes. Quietly.
[1!]: You gain no new secrets because you have nobody to compare notes with! Oh noes! Your blobby head explodes in terror, but of course it quickly comes back together because blobs.
quietly slip forward and collect the notepad, back off to where I have some cover/conealment, and read what it says
[18]: You go and collect the notepad and read it. It seems to be written in a forceful manner as if someone slowly wrote it down.
It says: "Name is Dan Defenses failed overrun squad dead infected got past door Don't trust infected go away will make way out by self".
Well, how social. Though to be fair, he did see a lot of death and he has no reason to trust you at all.
You look back at the table to see him pointing over the table with his hand at the Security Room next to your group, his head and body still behind the part of the table. He then thumbs to the locked door to the Level -5 Center. His gun remains trained on your group.
Get back to the group, then see if I can make it to the Employee lockers
[20!]: You become a blur as you get past the group and into the employee lockers.
Copy and paste from Tamer since I wrote his first:
You arrive to a room with almost no blood and still lit. It consists of multiple rows of, surprise surprise, lockers. There is nowhere to hide so you quickly come to the conclusion that there's nobody in here. Unless they're somehow hiding in a locker. Which is unlikely, and probably would've left clothes on the floor.
This room of course contains the non-work clothes and equipment of employees, along with private rooms to switch clothes in. You didn't check those yet. The lockers are locked and only unlocked by the proper employee's card. You also know that there's not likely to be much here usable for combat, as weapons are held on the ground floor, except for a few weapons that employees might bring with them after a long and detailed examination of the employee and the weapon in question that most people aren't interested in going through. Even further, if they brought weapons down here, you expect that people probably would wear them rather than leave it in this room, as leaving it here would effectively defeat the purpose.
So that means the only things of value down here are probably going to be clothes. Which is not worth much to you.
Examine what's in front of me.
[19]: You examine the room ahead of you. The room that was described quite a bit already to others and has very few things to examine.
Read the older posts for what you see. You gain no new information that the group hasn't already discovered... Like I said. I'm not going to copy and paste either, because I'd have to go searching just as much as you have to. You... have the same abilities I have of going back a few turns to look.
Wait for confirmation of non-hostilities. Then, pick up a rifle with some ammo.
[6]: Did hostilities end? Did anyone confirm? Can you stealth? You have the answers to none of these questions. And thus you remain still, worried to death about seemingly minor things.
Oh okay I guess I'll give you a rifle since you didn't get something like Blazing's 2. You don't find much ammo though.
Gained Items:Reaper Assault Rifle (empty).
2 Reaper clips (all full).
Portion B-Section C Employee Lockers: Move here, quietly
[16]: You head to the Employee Lockers.
You arrive to a room with almost no blood and still lit. It consists of multiple rows of, surprise surprise, lockers. There is nowhere to hide so you quickly come to the conclusion that there's nobody in here. Unless they're somehow hiding in a locker. Which is unlikely, and probably would've left clothes on the floor.
This room of course contains the non-work clothes and equipment of employees, along with private rooms to switch clothes in. You didn't check those yet. The lockers are locked and only unlocked by the proper employee's card. You also know that there's not likely to be much here usable for combat, as weapons are held on the ground floor, except for a few weapons that employees might bring with them after a long and detailed examination of the employee and the weapon in question that most people aren't interested in going through. Even further, if they brought weapons down here, you expect that people probably would wear them rather than leave it in this room, as leaving it here would effectively defeat the purpose.
So that means the only things of value down here are probably going to be clothes. Which is not worth much to you.
You suddenly notice that out of nowhere Nick appears behind you.
You regenerate.
Portion B-Section C Employee Lockers: Move here, quietly
To this room as well, with ready tentacle attack.
[12]: Conveniently, there's a post just above you with a detailed examination of the room you have just entered. You can consider that to be your turn as well. The alternative is to copy and paste something that is just above your turn.
You regenerate slightly.
Link to Sheet.Health: Otherwise Healthy.
Infected with: Strain D.Mutations:A maw of teeth and flesh for a mouth.
Arms are squid tentacles with suction cups and "teeth".
13 black, icky, oozing tentacles out of back.
Items:Severely Damaged Alexandria Corp Hazmat suit.
Slightly Dirty Surgical Mask.
Standard Taser.
Heavily Damaged Body Armor
Link to Sheet.Health: Moderately Injured.
Infected with: Strain V.Mutations:3 Hydra heads.
Scales throughout the body.
Large, beefy legs.
Large feet.
Long, clawed toes.
Large and long chest.
Items:Combat Knife.
Level 1 Security-class Security card.
Reaper Assault Rifle (partially full).
2 Reaper clips (all full).
Link to Sheet.Health: Otherwise healthy.
Infected with: Strain P.Mutations:Is a Cicadaman.
Cicada features! Look it up yourselves, I'm clueless.
Insect wings.
Other details relating to Cicadas, adapted for a humanoid shape.
Items:Ruined, ripped scientist suit.
Delusha V13 Machinepistol (half ammo).
Heavily Damaged Body Armor.
Level 1 Security-class Security card.
First Aid kit (5/5 uses).
Link to Sheet.Health: Mostly healthy.
Infected with: Strain X.Mutations:Is a Werewolf.
Massively muscled.
Heavy fur.
Large claws.
Face very akin to a Wolf. Except grimier.
Other minor details relating to wolfs.
Items:Broken Glasses.
Couple of USBs.
Failing External Hard Drive.
External Hard Drive.
Couple Bags of Candy.
Net Shooter (unloaded).
2 Large Nets.
3 Large Electrified Nets.
Large Backpack.
Typhoon Eagle Heavy Pistol (mostly full).
First Aid kit (4/5 uses).
Link to Sheet.Health: Otherwise healthy.
Infected with: Strain G.Mutations:Head is a transparent, slightly cyan gelatinous mass.
Neck and Shoulders are a transparent, slightly cyan gelatinous mass.
Arms and hands are transparent, slightly cyan gelatinous masses.
Items:Damaged Alexandria Corp Hazmat suit.
Scalpel.
Needle.
Standard Electric Prod.
Level 2 Security-class Security card
Link to Sheet.Health: Moderately Injured.
Infected with: Strain I.Mutations:Black bone spike back.
Chest is covered with very dark, slightly brown carapace and scales.
Chest is immune to light firearms.
Long, hunched over back.
Long foot, long clawed toes.
Armored and spiky feet and legs.
Agile legs.
Mace tail.
Clawed hands with three shielded fingers and no thumbs.
Items:Mostly destroyed Hoodie.
Damaged Jeans.
Half-used roll of bandages.
Cutting Knife.
First Aid kit (3/5 uses).
Assorted medical equipment and supplies (2/3 uses).
Link to Sheet.Health: Otherwise healthy.
Infected with: Strain R.Mutations:Extremely long tail with a spear-hook on the end.
Left arm is a giant bone blade.
Items:Slightly damaged scientist suit.
Baton.
1 Flashbang grenade.
2 Teargas grenades.
Taser.
Reaper Assault Rifle (empty).
2 Reaper clips (all full).
Link to Sheet.Health: Moderately Injured.
Infected with: Strain Q.Mutations:Large, eagle-wings on back.
Enhanced hearing.
Items:Damaged scientist suit.
Level 3 Management-class Security card.
Taser.
Derringer Battle Rifle (empty).
3 Derringer clips (all full).
Relating to location and the building you are in:BlitzDungeoneer
Harry Baldman
blazing glory
Lenglon
Sarrak
Location: Level -5, Portion B (Research), Section C (Dangerous or Unknown section), Portion Hub Hallway
Travelable locations (all can be traveled to): Portion B-Section C Connection, Portion B-Section C Employee Lockers (via Portion B-Section C Connection), Portion B-Section C Security Room (via Portion B-Section C Connection), Portion B-Section C Maintenance room (via Portion B-Section C Connection), Portion B-Section B Connection, Portion B-Section B Employee Lockers (via Portion B-Section B Connection), Portion B-Section B Security Room (via Portion B-Section B Connection), Portion B-Section B Maintenance room (via Portion B-Section B Connection), Portion B-Section A Connection, Portion B-Section A Employee Lockers (via Portion B-Section A Connection), Portion B-Section A Security Room (via Portion B-Section A Connection), Portion B-Section A Maintenance room (via Portion B-Section A Connection), Portion B-Section D Connection, Portion B-Section D Employee Lockers (via Portion B-Section D Connection), Portion B-Section D Security Room (via Portion B-Section D Connection), Portion B-Section D Maintenance room (via Portion B-Section D Connection), Level -5 Center (via Portion B-Section C Connection), Section C Primary.
Wade Wilson
TamerVirus
Samarkand
Location: Level -5, Portion B (Research), Portion B-Section C Employee Lockers
Travelable locations (all can be traveled to): Portion B-Section C Connection, Portion Hub Hallway (via Portion B-Section C Connection), Portion B-Section C Security Room (via Portion B-Section C Connection), Portion B-Section C Maintenance room (via Portion B-Section C Connection), Portion B-Section B Connection, Portion B-Section B Employee Lockers (via Portion B-Section B Connection), Portion B-Section B Security Room (via Portion B-Section B Connection), Portion B-Section B Maintenance room (via Portion B-Section B Connection), Portion B-Section A Connection, Portion B-Section A Employee Lockers (via Portion B-Section A Connection), Portion B-Section A Security Room (via Portion B-Section A Connection), Portion B-Section A Maintenance room (via Portion B-Section A Connection), Portion B-Section D Connection, Portion B-Section D Employee Lockers (via Portion B-Section D Connection), Portion B-Section D Security Room (via Portion B-Section D Connection), Portion B-Section D Maintenance room (via Portion B-Section D Connection), Level -5 Center (via Portion B-Section C Connection), Section C Primary.
This is a big info dump on the building you guys are currently in. This will exist until the building is left. The information may be read at will, however you may want to verse yourself with the information sooner rather than later.
Building Layout Guide:
Understanding how the building codes work is important to know where you are. Here is a brief guide. The building is divided into Floors/Levels, Portions, Sections, and Sub-Sections.
Levels are each floor of the building, numbered from +25, the top of the building, to -6, the bottom of the basement. It's fairly self-explanitory: Level 0 is the ground floor, the floor above +1, and the floor below -1. Levels are very highly secured from eachother, and can only be traversed by the central elevator or the central stairway. The levels under the ground are separated far, far more than the levels above ground--for every level underground, roughly 3 levels above ground could be fitted in the gap.
Portions are large sections of the specific floor in question that are managed separately for any number of reasons. Due to how much area they encompass, there are rarely more than 8. Portions use the alphabet to number themselves, so A for 1, B for 2, C for 3, etc. Potions are highly secured from one another, often having to go back to the central area near the central elevator before you can go to another. However, sometimes there are paths between sections if they happen to be related in what they are used for.
Sections are parts of Portions that are specialized towards a specific task. For example, a Portion dedicated to Vehicles might have a Mechanic section, a R&D section, and so on and so forth. Sections also use the alphabet to number themselves. Sections are moderately secured from one-another, except for when the jobs of some are related and bordering.
Sub-Sections are parts of Sections specifically specialized at specific task and nothing else. They are numbered using numbers, rather than the alphabet, as some Sections can have a large number of Sub-Sections. Sub-Sections are somewhat protected from one-another.
That's basically it, I'll add more if I think of anything else you might need to know.
List of Levels:
These are the levels I think might be relevant to everyone's interest.
Level +25 is the VTOL Landing level. VTOL craft store in here and take off from here.
Levels +24 to +6 are various levels that probably aren't important for the players for a while.
Level +5 is Upper Security, which deals with everything from Level 0 up. This means they control the doors leading out, folks.
Level +4 is Business. They deal with business deals and other public corporate matters.
Level +3 and +2 are Public. They interact with the public and employees. You've all been there before several times.
Level +1 is the Rec and Medical Level. This is where employees that need a quick break go, or if somebody's injured and they need immediate care, they are also sent here.
Level 0 is the Lobby. Let's all go to the lobby~ Let's all go to the lobby~...
Level -1 is Underground Security. These guys are the dudes that protect all the secrets and employees. There is no way around Underground Security--the Central Elevator refuses to go past without authorization, and the staircases are in plain sight.
Level -2 is Mechanical R&D. These guys deal with mechanical things, obviously. They make neat vehicle stuff--all employees have a couple neat things in their car that originated from one of these in one of the various Vanaard Corp buildings. They also make other things, but you don't know what else.
Level -3 is Computers and Digital R&D. These guys house the central computer, have a large computing force dedicated to managing things, and research and develop various softwares.
Level -4 is Weapons and Destruction R&D. These guys deal with experimental weapons and other destructive things. The entire level is reenforced with solid Steel in each Section, and the outer part of the level is heavily reenforced with Concrete. There is also a noticeably larger security force here.
Level -5 is Bio R&D. You guys work here, obviously. You deal with biological experimentation, and other things related. Quarantine procedures are far, far more strict here than any other level. Well, at least, that you know of...
Level -6 is Restricted. The stuff down here is highly classified, apparently even more than alien life. Unfortunately, the entire level is highly secured, and it's already locked down massively, so unless something comes OUT of -6, you're NEVER getting in without some sort of mechanical monstrosity than can punch through massive amounts of concrete and steel.
Discovered Locations:
Temporarily removed until requested back.
I'll add more as I think of more.