Turn 3: No Turn Name
Dustan/Dustan and Crazyabe/Bob, both of you are now in. In Dustan's pocket is a pocketknife, the edge of which can be heated by a tiny switch on the case. Bob gets a handful of scrap parts.Juni practically ignores the Orator, opening the fridge and grabbing several vials of cold stuff.
(5) You succesfully grab several vials. Noticing an object in the dark corner of the fridge, you grab it too. It appears to be a medkit.
"First of all, $%@# off. Now with that out of the way, what are these items *show the black cube and vial* for?"
Take as much stuff as possible from the refrigerators, try and identify what they are.
(3) You take a bunch of vials and equipment. You identify several vials as being... some sorts of unfamiliar antipsychotics, judging by their faint smell. You also get a medkit and a
dazzler.
Leave with Dustan.
(3) You leave the room. Dustan follows you, as do Juni, Nix, and Bob.
- The Cold Room: intact. Contains the Orator, six fridges of unidentified vials (amidst other things), and a rather non-cold containment door.
- Your goal: retrieve...something from the presumably perilous depths of a secret research complex, be rewarded with not being research fodder.
- What had they got in their pocketses: Dustan has a thermal razor, Bob has scrap, Juni has a watch-ish device, Nix has a telekinesis neuroextension, and Erin has a warning/ward coin. This list is not full inventory, just the "artifacts."
The five of you - Juni, Nix, Erin, Dustan, and Bob - exit the room, understandably relieved to be further from the Orator. You are in a large square room, made of the same metal as the other room. Heavy crates, splinters of metal and gouges are all over the floor. One corner of this room has buckled and melted. A functioning computer panel and keyboard are set into the wall opposite from you. In that wall is a door - a normal door, not like the thing connecting you to the Cold Room - labeled EAST STAIRWELL. Another normal door is in the north wall, unlabeled.
Several places in the walls look to be blown out, with wires dangling from them. There are several industrial fans, protected by grates, embedded in the ceiling. None are moving.
The door to the Cold Room silently closes and you hear a
hissss as it seals itself. The alarms you heard earlier blare just above your heads, then shut off abruptly, and the room fades back into the former silence.