It might be trying to look. Maybe we should eat it's head.
Or.. we could act as if we were a dumb vermin creature. Lets stay dead quiet, grab one of the edible-smelling things, and then try to make calling the elevator look like an accident.. ie, poking the button out of curiosity, backing away when the elevator arrives, scurrying into it, and then waiting for the door to close. Once out of sight, we can move the elevator to the top floor, and try to smell on each floor down until we find where the killer lives. Smell on a floor, go down a floor, repeat.
You decide to play it cool and pretend the droid isn't there, just in case it's actually alive and watching you. You take a circuitous route to the elevator (pausing partway to snack on some of the edible things (they don't taste that well)) and have your tail casually brush against the button, giving it a poke. The red light indicating the elevator is moving lights up and you do your best to act surprised. You spend some time idly sniffing around the elevator, confirming the human male guard was there. It takes longer than you expected for the elevator to arrive, about twice as long as you thought it would take, but eventually there's a *thunk* and then the doors slide open.
You creep forward. The scent of the Killer is fresh. Too fresh. He was in the elevator not too long ago. You glance up at the buttons and are immediately disappointed. There's a keycard reader there. This won't work either. But you try anyway, pressing the top button. The button lights up and the doors slide closed. The elevator shudders and begins to move upwards.
You suddenly feel claustrophobic. There's nowhere to run. There's danger close, another predator, his capabilities unknown. You're in his lair, unknown territory. If he attacks, you have no choice except facing him. You tense up, your body coiled like a spring, ready to dodge, to pounce, to run, to fight. You stare at the door, all your senses focused on it. The elevator comes to a stop. This is it.
The doors start sliding open. Through the crack you see... nothing. The doors come to a stop, revealing an empty hallway, dark and narrow but with a high, arched ceiling. Small alcoves to the left and to the right hold glass objects with a flowing, bulbous, abstract shape, similar to the ones in the waiting area, only these ones are illuminated by lights behind and below them. They bend the light that passes through them to form flowing shapes in the walls and ceiling. Then you notice there are sounds. Constant sounds. Soft, melodical, rhythmless. Music. Up ahead, at the end of the hallway, you see an enormous circular table, most of it taken up by a great glass thing. The glass object is perfectly circular like the table and full of straight lines rising towards the ceiling, some of them interconnected by semi-circles. It reminds you of the way the towers of the city rise out of the clouds. It's lit by a light placed underneath it, making it look like it glows.
His scent is overwhelming here and yet you can't tell where he is exactly. You know the elevator doors will close if you stay still too long but you can't be too cautious. You wait a moment longer. No movement. Nothing. Nothing but the soft music, your quick breathing and your anxious heartbeat. Eventually you take a careful step forward. And then another. And another. As you advance, you can see more of the room at the end of the hallway, a large open area by the look of things. There's a second floor overlooking that area, a circular balcony clinging to the walls of the tower. You see no stairs leading up there, so you assume they're somewhere to the left or right of the hallway you're in. Through the tower's semi-transparent walls you can catch glimpses of the outside, though the glass is darkened to the point where it's hard to make out specific shapes. Instead you see the amorphous reflection of the glowing glass object reflected on the walls. Smaller shapes too, shapes that you assume are other lights or sculptures.
You hear the elevator doors close behind you. You consider leaving your pack here, in this hallway, before venturing on. If he's waiting for you in that room, then it's probably best to get in there ready for a fight and with every possible advantage. You could try to get in there and talk to him instead, but... you have a bad feeling about this.
Age: some months (wyrmling)
Size: about the size of a human (if bipedal)
Status: satiated
Health: fine
Weapons: claws and teeth
Armor: scales
Abilities:
- Short Flight: You can glide in order to survive falls and quickly move great distances. You can even fly upwards for short distances. You can use favorable winds and updrafts to increase your glide time.
- Basic Human Language: You are able to understand many of the most common words of the human language, including some that express more abstract things, though there are still a great many words and expressions that you have yet to learn. You can also read, though it takes you some time to understand the words. You can also speak, though it's sometimes hard for others to understand you.
- Communication: You have a knack for understanding other beings, even those whose language you don't know.
- Basic Nursing: You know the basics of caring for patients and preparing and maintaining equipment used in their care. You can also administer certain simple treatments. However you still lack much of the knowledge necessary for you to be able to determine what said treatment should be.
- Maintenance Tunnels:
- Large Sonic Rifle covered by old torn clothes
- 2 holdout blaster pistols (roughly 20 shots each, effective range 20m, HSB-200)
- Low quality vibroknife (low battery)
- Eiwhyl's Clinic:
- 576 credits (5 orange, 11 blue, 7 red, 4 grey, 6 cyan, 4 pink)
- 2 packs of smoke sticks
- small can of droid oil
- small metal toolbox
- Warm blanket
- Basic Datapad (contains datacard with encrypted files)
- Datacard with human medical information
- Datacard with human language dictionary
- Datacard with dragon info compilation
- Datacard with story about hunter of dragons
- Pack with plastoid tape modifications (equipped on left side)
- Large hooded cloak
- Half-used medpac
- Purse with credit-reader:
- 135 credits (2 orange, 1 blue, 1 red, 1 grey)
- half-used roll of plastoid tape
- flashlight
- pack of smoke sticks
- lighter
- keycard with symbol
- small glass statue of bird
- Ali's Apartment: A tiny 2 bedroom apartment. The little human Ali lives there with Dad/Jobal and Mom/Ania. Room 327.
- Ali's Apartment Tower: Apartments arranged in a circle. Clean, bright, mostly locked doors, few hiding places. Little traffic during the night.
- Eiwhyl's Clinic (Lair): Sells medpacs and other healing items and provides treatment. Warning: stabby. Room 509.
- Streets: Dirty streets, parked hovercars, shops, building entrances, street vendors, little traffic during the night.
- Maintenance Tunnels: Interconnected tunnels, small and large, going low and high. Connect various streets and buildings. Wires and pipes. Dark, dirty, with old machines constantly rumbling. Scavenger-vermin and hunters-of-vermin.
- Garbage Pit: A large room with mountains of garbage half-submerged in a sea of sludge. More garbage frequently arrives from holes in the ceiling. A monster lurks here, may pull prey underwater.
- Hydroponic Pool: A room with a large pool filled with plants. A ceiling full of bright lamps. A spherical gardener-droid takes care of the plants. Patrolled by hostile gunmen. A corridor leads to other rooms. Storage room. Processing room. Other rooms are unexplored.
- Iyran Grower Shop: A store located deeper into the tower's streets. Operated by a cephalopoid. The grower sells cheap synthetic meat, amongst other things.