Log in

No account? Create an account
Would You Like a Rust Sandwich? [entries|archive|friends|userinfo]
Would You Like a Rust Sandwich?

[ userinfo | livejournal userinfo ]
[ archive | journal archive ]

Team 1: Meter Oreie [Jul. 11th, 2006|10:23 pm]
Would You Like a Rust Sandwich?


This is the second post for the Henrys, Roger, John, and Eileen. If you are on one of the other teams, please do not read this post until the game is over! The information contained herein could give some things away!

Building World notes
Building World has no set map. Geography is fluid; locations can appear in any order. They can be visited once, visited more than once, or never encountered at all. A confusing series of alleys, rooftops, and staircases connect them. You can never get down to the street unless it's noted; if you want to get to South Ashfield Heights, you'll have to find that way.
Just two exceptions: You begin in Richard's Apartment, and end on the Roof.

Wandering monsters are at the bottom of this post. Please plan to complete this world on or before June 19th!

Richard’s Apartment
The escalator from the subway emerges into a tight space between two buildings. It's nighttime out, and a fog hangs heavy in the air. There's no access to the street here, and only one door.
Richard Braintree was never a particularly pleasant sort of man; ergo his apartment was never a particularly pleasant place. But now the cloying, greasy reek of burning flesh permeates the atmosphere, turning the small space from ‘unpleasant’ into ‘nausea-inducing.’ The smell is never quite strong enough to cover the scent of rot and decay that sneaks into every nook and cranny here—instead it mixes within, seeming to swell and recede in waves.
The beam of the flashlight will illuminate a set of scorch marks on the linoleum floor; something under intense heat and pressure once stood there. Whatever it was apparently dominated the room, it’s now nearly empty. The windows are barred, and outside visibility is nil.
A set of hollow shelves is set back into the wall. Searching them will uncover a 9mm clip. Victim 19 is likely to attack you in this room. The other door leading out of the apartment does not, unfortunately, open to South Ashfield Heights, but to Building World.

On something of a rooftop patio, there's trash scattered around, and maybe a broken-down old car or two, even though you're well above the ground. You can hear noises echoing in the cement jungle that are a mix of city and zoo noises, even though there are no other people or vehicles that you can see.

Eric's Apartment
Only one room in this dingy little apartment is accessible; doors that lead to other rooms are impassibly locked and crisscrossed with chains. The area is primarily dominated by the kitchenette, its dingy emptiness all the sadder for the fact that it looks as though someone once tried to cheer it up.
A lamp draped in faded streamers hangs directly over a table on which the remains of a birthday party are slowly decaying. A few open boxes, their paper gone tattered gray, dot the table amongst paper plates and plastic sets of knives and forks. The light from the lamp illuminates the table and only the table; around its perimeter the ever-present darkness closes in like a curtain.
Something is glinting in one of the open packages. Closer inspection will reveal a melted cylinder of silver, a few links of delicate chain hanging forlornly from one end. It appears to have once opened into a long string of smaller disks, but the clasp has been irrevocably welded shut.
The rest of the kitchen is relatively unremarkable, but a search of the cupboard above the sink will yield a first aid kit in relatively salvageable condition.

Pet Shop
The pet shop was probably once a cheerful place which contained all manner of happy feathered, furry, and scaly creatures. What you’ll find now is significantly different; it’s now a shambles of chaos and violence. Cages are overturned, and bits of what might have been their occupants are smeared liberally on the floor and walls in slashes of red and black.
There is fairly impressive bullet damage in most of what’s left of the furniture.

Toy Shop
When you open the door to the Toy Shop, you hear the sound of a ball rolling, and the light of the flashlight might glint off of it bumping into a contraption on the far side of the room, setting off a bizarre Rube Goldberg-like mechanism, which makes little squeaking and tooting noises as it goes about its business, though you can see that the parts are clearly often sharp and metallic implements. It's elaborate and extensive, and you can hear it wheezing and grinding behind the walls, childish and threatening sounds in turn. The series reaches its end, the noise and motion halts, and... nothing happens. Or nothing seems to, but who knows what's poised to come down on your heads.

A few small mannequins hang on strings from the ceiling in such a way that they seem to be pointed at you as you enter. A whole row of cotton-stuffed dolls in blue dresses have had their heads torn off. A dartboard rests on the wall, stuck with needles instead of darts. A small knife sits amongst a cluster of sad-faced clown dolls.

This room looks like an ordinary living room, except that the walls are made of mirrors, and there is no door. When you are in this room, you can neither see nor hear nor feel the other members of your mission group, even if they also entered the room with you. One of the mirrors on the wall, at random, will take you out into the hallway to proceed if you should walk into it, as though it were the door. Exactly which mirror this is will be different for different people, and will be different upon different visits to the room.

Counseling Office
This is apparently a counseling room, a couple couches and a lamp on a small table that casts a disorientingly flickering light. However, you shortly realize the shadow cast by the light is shifting when it should not. It expands and contracts, shifting over the wall where it is cast like oil, until it assumes the shape of a man with shoulder-length hair, a coat that hangs to half-thigh, and a gun in each hand.

Bar Ashfield
As per usual, this area is almost entirely dark. The only light is a dull, reddish glow emanating from behind the bar, which illuminates in stark detail the collection of bottles arranged there. They have been carefully, painstakingly set out in precise patterns, perhaps so that what little light there is more effectively illuminates their contents. Bloated organs and teeth still bearing chunks of the gums they were ripped from float silently behind the glass of each bottle. A swollen, bloody eyeball rests in thick, sluggish liquid, rolling to watch you as it falls into the beam of the flashlight.
That’s surely just a trick of the light.
There's a purchase order on the bar counter for metal ladders and hinges, with a note written on the back:
"It seems like no place in the whole city is up to code. Not seems like, is. If there was a fire, you couldn't get out of one of these buildings if you tried. We'll just have to go one by one. Finished adding the fire escape to the roof on 832 7th Ave, now we need to go do the rest."
A few empty bottles here can be broken for emergency bladed weapons, though they'll probably only be good for a single blow.

When the flashlight shines on the walls of this stairwell, they seem to quiver and shy away from the beam. Closer inspection, although why a person would want to do this is incomprehensible, will reveal pores and broken veins trembling below the surface of tightly packed layers of decaying flesh. If the light fails to demonstrate this, the smell should make it obvious.
Here and there these walls melt into rusty chainlink fence, although if you try to look too closely at where they change, the eye will simply refuse to focus. Beyond these spaces, there is simply endless blackness.

Angles Room
This room has one defining characteristic, and that characteristic is nausea. All the furniture and fixtures being on the ceiling would be disorienting in any circumstance, but the floor and walls all jut crazily as well. Extended time in this room will induce a throbbing pain around the eyes, although it slowly dissipates upon exit.

Wheelchair Room
Conversation in this room is difficult, the slicing whoosh of the fan is a nearly overwhelming amount of sound. At regular intervals the blur of noise becomes distinctly louder; the fan is lopsided. Ideally, you’ll want to get out of this room as fast as possible, just in case it collapses, sending a shower of bright blades down over your heads.
Unfortunately, there is a legion of wheelchairs careening menacingly from one end of the room to the other. The wheelchairs are empty and unoccupied, somehow moving about on their own. These must be passed to reach the exit.

Upon accessing the roof, vision is almost completely cut off by a thick, heavy fog. For those who have visited previously, this isn’t too great a change; all outdoor areas are covered by a combination of swirling mist and black, filthy smog, and this one is no exception.
It is notable, however, that this fog is just a little thicker, a little more claustrophobic than others previously encountered. Clothing and hair dampen almost instantly.
Before your eyes can really adjust to the new lack of vision, you become aware that you and your team are not the only occupants of the roof. The silhouetted figure of a woman is just barely visible through the knots and twists of fog.
She approaches, still obscured in all but outline, pace steady, but unhurried. This probably has something to do with the fact that the door from the stairs has just locked behind you with a click that somehow echoes in the heavy air, so it isn’t like she has to worry about you going anywhere.
And suddenly there are two shapes in the fog—or maybe there always were? But no, now there are three…and then four, the last only visible for a moment before it drops, vanishing into the fog. But it’s not long before you find out exactly where it went… The creature/s attack you after you venture out into the thick fog, thick enough to obscure what's happening to anybody more than a few feet away from you, and once away from the wall, you'll rapidly find yourself disoriented.

One of the creatures looks like a little girl, with holes in her skull where there should be eyes and nose and mouth. She crawls and squirms on her belly surprisingly quickly, and does not herself attack. Instead, she will attempt to grab hold of your feet and upend you before shuttling away, leaving you more vulnerable for one of the other three to attack.
The second is a young woman, perhaps in her late teens, dressed in white. Her eyes are closed and her expression never changes. She wields a large knife in one hand.
The third is slightly older, a provocatively-dressed woman with a mangled face. She will slash at you with surprisingly sharp nails, and has a particular fondness for wrapping them around your throat and attempting to choke you.
The last is a woman slightly older than the third, vacant white eyes weeping. She wields a knife like the second woman. Disconcertingly, when she is close up, a third arm may burst out suddenly from her stomach, retracting back in without leaving a mark once she is done using it.

Once all four creatures are dead, the bodies of the first, second, and fourth seem to melt into the concrete of the roof, black shadows making their way like worms to where the third "woman" lies. Seeming to "burrow" into her, she wastes away into a desiccated shell of a corpse. You hear a sudden loud series of metallic clangs from not far off, and as the fog thins a bit, you can see to the edge of the roof. A fire escape ladder has lowered to the ground, and you can access the street. You can see South Ashfield Heights about three blocks away. The lights are on in all its windows.

The street is much like the alleys and rooftop patios in this world have been. South Ashfield Heights is an unassuming apartment building, U-shaped and three stories high. All the apartments look normal through the windows, and no one seems to be home in any of them. The building's front door, situated atop a few steps in between the two wings of the building, is locked. It's also criss-crossed with a number of thick chains, which, with effort, you could probably remove.
Congratulations, you have completed your two worlds! Please inform the GMs when you reach this point.

All monsters can be killed. If you want to go for extra atmosphere, monsters may get back up again after being knocked down unless you stomp them good. ;-)

Gumhead (Grey or Red)
Appearance: It stands about 5'5'' and looks and sounds apelike. Its flesh seems to be rotting, and some of them have a second face apparently trying to emerge from its neck. Some of them carry long blunt weapons, lead pipes or branches or golf clubs or the like. Often appear in groups of 2-4.
Movement: They walk on two legs like a human, awkward-looking but surprisingly nimble on their feet. You can outrun them, but they're pretty good at dodging hits.
Attacks: Attacks with its blunt weapon, or just trying to pummel you with its hands. They're quiet adept at stealing a melee weapon from your hands and turning it against you.
Defenses: Tough to get solid hits on in melee, and because of its jerky movements, it's hard to shoot consistently. It takes a fair beating to take one down.
Probable Location: Anywhere.

Appearance: A bat-like creature with a long sharp beak. Its wingspan is about two handspans, and it sounds like a buzzing insect as it flies. Tends to hide in a shadowy spot, in a corner or under an awning, until you pass by. They usually come in groups of 3-6.
Movement: Flies, but isn't very agile in the air.
Attacks: Scrapes or gashes you with its hooked proboscis as it flies by. Not very damaging.
Defenses: One blow is enough to elicit a bird-like screech and take it out.
Probable Location: Outdoors.

Appearance: Looks and smells like the mutilated corpse of a tall woman. Her face is half-stripped of flesh and her scalp doesn't sit quite right on her head. Her shirt is torn to bare her breasts, and there's a large hole low in her abdomen where her uterus was removed. She cries out like a human would when struck.
Movement: She only walks, and is easy to outrun.
Attacks: Most likely, she wields a small axe in one hand. She may have a scalpel instead.
Defenses: It'll take a little more damage to kill her than it would a real person in her place.
Probable Location: Anywhere.

Sniffer Dog
Appearance: Patches of it have fur, but the rest looks as though it's had its skin carefully stripped away. Its long tongue drags along the ground, and it's often found feeding on the corpses of dead Sniffers. Tend to appear in packs of 2-3.
Movement: Just like normal dogs. Very difficult to outrun.
Attacks: Mostly biting, sometimes clawing as well.
Defenses: A couple of blows are enough to take it down.
Probable Location: Large open areas.

Twin Victim
Appearance: A large hulking creature with massive hands for feet, and two stuck together childlike faces that never change expression, frozen like porcelain masks. Its "footsteps" are surprisingly noisy; if you're in the dark, you will definitely be able to hear it clomping around. Sometimes, it attempts a vocalization, a human voice in an impossibly low register mumbling a word scrambled beyond recognition. It will also sometimes produce a dull roar when they attack or are attacked.
Movement: It gets around using its oversized hands, and has no problem balancing on one to take a swipe with the other. It can "sprint" at the same speed that a person can.
Attacks: It attacks by striking the target with one of its oversized hands, and packs a surprising amount of strength in the blow. Note that, because it attacks with what is effectively a leg, it cannot attack while on the move.
Defenses: Takes quite a bit of damage to go down. Bullets do deal damage to the Twin Victim, though they seem to pass through its burlap "body." This means that if you have one Twin Victim in front of another, one bullet can indeed hurt both.
Probable Location: Anywhere.

Wall Man
Appearance: One minute, a space of wall is just a space of wall, and the next minute, it's the form of a man half in the wall, half out from the torso. Seems to be covered with a yellowish skin-type substance and has two claw hands. Makes strangle growling-like noises when it emerges from the wall, and when it swipes at you.
Movement: The creature is unable to move from the wall but can somewhat pivot from its torso, and also go back in the wall.
Attacks: Swipes with its clawed hands.
Defenses: The equivalent of a few axe blows are enough to fell it and cause it to retract back into the wall.
Probable Location: Anywhere with solid walls.

Although appearance, speed, and power vary by Victim, all ghosts behave essentially alike.
Appearance: Ghosts make low strange moaning noises from time to time, but are otherwise silent.
Movement: Ghosts float, sometimes just above ground, sometimes well above it. They can pass through walls, but it's a difficult process. They must struggle to pull themselves through, leaving trails behind them of what looks like molasses (see linked image). For this reason, most ghosts will not bother to pursue you if you go to another location.
Attacks: -An "aura of damage" surrounds all ghosts. If you are within about ten feet of the ghost, it begins to affect you, growing stronger the closer to the ghost that you are. Your life begins to literally leave you. This manifests as a feeling of weakness, red and blurred vision, a buzzing or ringing in your ears, and a headache so powerful that it can effectively paralyze you at close range to the ghost. Any open wounds that you have may begin to bleed badly, and you feel cold. A healthy person exposed to this effect uninterrupted for about three minutes, dies. If you are wearing a Saint Medallion, however, the effect on you is completely negated.
-The voluntary attack that ghosts use is to reach into your chest cavity and constrict your heart, paralyzing you and causing more and more harm the longer the contact is maintained. Sometimes this attack causes blood to appear over the entry point, but it does not actually cause a wound. Ghosts are reluctant to touch you if you're wearing a Saint Medallion.
Defenses: Ghosts cannot die. Dealing a sufficient amount of melee damage will cause them to fall to the ground and be inactive for about 15 seconds. Usually, this takes the equivalent of several axe blows, or a full clip of regular ammunition. Shooting a ghost with a single silver bullet causes them to the ground and writhe, gasping and making a strange sucking noise, for about 30 seconds.

Victim 04
Appearance: A balding middle-aged man, wearing blue suspender trousers that are falling off one side. He carries a trowel.
Attacks: Victim 04 can use his trowel as a weapon in addition to normal ghost attacks. He prefers digging at one's face or chest with it. The damage inflicted by his "aura" and heart-constricting attacks are average.
Probable Location: Anywhere, especially nearby the Pet Shop.

Victim 10
Appearance: A young man with short hair, wearing a green jacket and pants. Note: unlike in the image linked above, he does not have a sword in him.
Attacks: He's fairly fast, and his attacks deal moderate damage.
Probable Location: Anywhere, especially Eric's Apartment and Bar Ashfield.

Victim 12
Appearance: A teenage boy in a brown beanie hat, his head slowly wobbles from side-to-side in an unnatural way.
Attacks: His attacks deal moderate damage, but he's not very aggressive.
Probable Location: Anywhere.

Victim 19
Appearance: A middle-aged man with an angry expression, this ghost walks normally instead of hovering, but his movements are jerky and erratic, rather like a record skipping in place, or like suddenly being on fast-forward. He also has the ability to teleport short distances, preferring to disappear from in front of you and reappear behind you. Victim 19 wields a lead pipe. He smells strongly of burned hair and flesh.
Attacks: Very aggressive and persistent, and his aura and attacks are very powerful. It will shatter saint medallions with very little exposure. It takes a moderate amount of damage to get him down, but he stays down for a bit longer than other ghosts.
Probable Location: Victim 19 is likely to attack you in Richard's Apartment. He will persistently pursue you throughout Building World.

[User Picture]From: unbroken
2006-07-12 08:56 pm (UTC)
The escalator seems to go on forever, but there are no wallmen. It does end, eventually, at a small concrete platform. The walls on either side are also concrete- it's too tight of an area. Henry walks quickly forward through the dark, halting suddenly when he sees a door. He walks ahead a bit to make sure the passage doesn't lead anywhere else. The only thing he sees through the fog is more concrete.

He doubles back and opens the door carefully. The checkered linoleum floor is instantly recognizable to him. As is the smell, that rot mixed with burning and melting skin. There's no way to get away from it- it sinks into every inch of this place, sometimes getting worse in waves as he steps through the door.

There's nothing in here, no chair (normal or electric), just a couple of deep scorch marks set into the floor. He's about to tell the others to watch out for Braintree, but he's stopped in his tracks by the radio going nuts. The squeal of it echoes on all sides of the empty room. He curses inwardly, then walks to the center of the room, his eyes searching for new monsters.

". ...like my arm's gone...miss you like a limb..." It comes crackling through the radio static, distorted and very far away but unmistakeably Liz's voice.

Henry pulls the radio off the clip and stares at it, "Liz? Liz, where-?"

"Henry...there's no...it's cold here and you never told me...never changes..." The squealing continues.
(Reply) (Thread)
[User Picture]From: thefireofasaint
2006-07-12 09:07 pm (UTC)
Following Henry -- as it seems he's been for an interminable time now -- John sighs at the smell and puts one hand over his nose and mouth despite the sheer futility of it.

And then, Liz's voice. It affects him more than he'd like either the Henrys or Roger to see. He hunches a little, ignoring for a few moments the gruesomeness of the room and the everpresent weight of Silent Hill, listening hard to the miserable, crackling thread of her voice and staring at the linoleum tiles.

He knows he should pay attention to their surroundings, but he'd like just one fucking moment for this.
(Reply) (Parent) (Thread)
[User Picture]From: onlyroger
2006-07-13 09:34 pm (UTC)
Roger edges up to the front of the group and slowly heads through the open door, which opens into a junk-littered hall. The outline of a door, plastered over, is at one end, and to the side, another door opens into....

"Is this a toy store?"

Overhead, a few mannequins hang, eerily resembling suicides, all seemingly turned to face the newcomers as they edge into the new environment. A *click* to their right alerts them that the opening of the door has set off a device of some sort, and a pink rubber ball is now rolling slowly off down a track and down into a playfully-designed contraption, barely visible in the darkness. Roger almost shouts as his foot bumps into something on the floor- he kicks it, reflexively, and the severed, blood-stained head of a rabbit doll bounces across the floor.
(Reply) (Thread)
[User Picture]From: unbroken
2006-07-13 09:43 pm (UTC)

Toy Shop

He frowns when they reach the hallway, then more when the new door seems to open into a store. This is not South Ashfield Heights. He doesn't know where this is. Damn it.

There's more noises as something metallic tips into a series of cups, then slides around in a funnel. He's quiet, trying to figure out where it goes to. "...maybe we should get out of the doorway...?" he whispers. But he's still just standing there. He hears the sound of winding somewhere, and the beam of the flashlight passes over something that looks very sharp spinning at the other end of the room.
(Reply) (Parent) (Thread) (Expand)
[User Picture]From: unbroken
2006-07-13 10:48 pm (UTC)

Erik's Apartment

The door from the toy shop doesn't open into a hall or an office, but directly into someone's apartment. The faded streamers and pieces of birthday decorations lay set and waiting on the kitchenette. The dingy appearance of the place isn't brightened by the party decorations at all- rather, the atmosphere seems even worse here. The party things are all slowly decaying, from the paper plates, to the plastic forks and knives. The attempt makes the room even more sad.

Henry knows who this was waiting for. The tenth victim, the bartender. He would focus more on the fact that he knows just where they are now, but Erik appears to be here. As he floats towards them, the familiar pain starts in his head. He raises his gun, holds it steady for an extra second, then fires. One silver bullet will put him down, hopefully.
(Reply) (Thread)
[User Picture]From: thefireofasaint
2006-07-13 10:55 pm (UTC)

Re: Erik's Apartment

John remains vigilant, after his last encounter with a ghost, but this one seems less active than Richard -- Henry's well-aimed shot takes the ghost to the ground, where he writhes and makes weird noises.

That taken care of, he edges around Erik to quickly look in the kitchen. He's hoping for a bludgeon type instrument, but he wouldn't throw a knife away. Instead he finds another first aid kit, which is still a good thing.
(Reply) (Parent) (Thread) (Expand)
[User Picture]From: thefireofasaint
2006-07-14 12:25 am (UTC)
He's not quite sure what happens next. They left the apartment, the ghost still twitching on the floor behind them, and when he stepped into the room, it was ... empty.

John blinks, and a dozen Johns blink back at him. He turns -- they all turn -- and there isn't a door. More pressingly, there isn't a Roger, who was behind him, and there certainly aren't any Henrys.

In the mirrors that form the walls, a dozen increasingly discouraged looking Johns stare into space, seemingly oblivious to each other's equally somber state.

(Reply) (Thread)
[User Picture]From: htownshend
2006-07-14 12:34 am (UTC)
He walks in slowly and following close behind, but even that does not keep them from disappearing as he enters this new room.

He should be used to it by now, the sudden lack of someone beside him. But he still blinks at the reflections hopefully, waiting for his friends to suddenly reappear.

They don't. He's alone again.

His shoulders sag. He looks around the room for a way out, but he just keeps seeing himself. There's too many eyes, so he closes his for a moment.
(Reply) (Parent) (Thread) (Expand)
[User Picture]From: onlyroger
2006-07-14 01:56 am (UTC)
"It looks like we're back together.... maybe if we try the room again, it..."

He brings up his pipe in one hand and slowly opens the door with another, revealing a room that is dimly-lit by a red neon lamp mounted behind the bar(?). Before he can go in to take a closer look at the objects on the bar, a throaty chuckling noise from within alerts Roger to the presence of another pair of Gumheads, and when he glances in, the light cast from behind the bar seems to glint off of something that one of them is holding. He ducks back and gestures to the others, quietly explaining, "There are two of them, and I think one has a weapon. We've got to be careful, there's no way of knowing if we'll find any more first aid kits."
(Reply) (Thread)
[User Picture]From: thefireofasaint
2006-07-14 02:00 am (UTC)
"I'll fry 'em, you guys finish 'em?" John speaks up quickly. Although he thinks he could prevent the right people from being burnt, it really depends on too many variables and he'd rather not take the chance.
(Reply) (Parent) (Thread) (Expand)
[User Picture]From: unbroken
2006-07-14 09:45 pm (UTC)

Pet Shop

The door opens into a short hallway- he recognizes this one. They're luckily not attacked by anything, so they move on.

The next room is, surprisingly, what he was expecting. There's overturned cages, shelves torn apart, smeared bits of what might have once been dogs or cats on the floor. There's several bullet holes all along the walls, and he wonders just how many of those might have been added by the last Mr. Townshend through here.

"There might be dogs in here..." he warns quietly (and probably unnecessarily).
(Reply) (Thread)
[User Picture]From: onlyroger
2006-07-14 09:49 pm (UTC)

Re: Pet Shop

Roger peers over the heads of the other party members, trying to get a good look at the new environment. A tattered Purina "Cats" banner on the wall is one of several indications that this used to be a pet store.

"Why did he shoot all the animals in here? He doesn't hate animals too, does he?" he mutters, gripping his pipe reflexively.
(Reply) (Parent) (Thread) (Expand)
[User Picture]From: htownshend
2006-07-15 03:05 am (UTC)

Counselor's Office

He practically falls through the next door in an attempt to get away from Walter before while the monster was down. The room the door leads to has a table and a couple of couches- maybe a counseling room?

There's a light on the desk that's casting a rather large shadow...but Henry notices the shadow's moving when it shouldn't. He saw this before, in the hospital. He watches it expand and contract while the others come enter.
(Reply) (Thread)
[User Picture]From: thefireofasaint
2006-07-15 03:10 am (UTC)

Re: Counselor's Office

John is breathless when they get in, stumbling a little in his haste to get away from even the doorway. He doesn't take notice of the shadow at all; every time he's used his fire, he's been able to recover, but it seems to be taking longer. Also depending on whether people stick their hands in his chest or not, but.

"Should we keep moving? You okay?" He asks Henry Townshend.
(Reply) (Parent) (Thread) (Expand)
[User Picture]From: unbroken
2006-07-16 08:19 pm (UTC)


He's the first through the door. It doesn't matter where they're going, as long as Walter isn't waiting on the other side. It's a lot to ask of this place, but maybe Walter got distracted. This only leads him to hope that he didn't get distracted by Liz.

They appear to be on a stairwell, but as Henry shines his flashlight on the walls, they seem to quiver and move away. The whole area smells strongly of decaying, tightly-packed flesh. And luckily or not, Walter doesn't seem to be in this area.

He could use some sitting down or some leaning to catch his breath, but he's not about to lean on those walls. Since they weren't attacked immediately, his pace is slow, but he is moving forward. "Is everyone doing all right? Anything I need to know about?"
(Reply) (Thread)
[User Picture]From: onlyroger
2006-07-16 08:22 pm (UTC)

Re: Stairwells

Roger senses the pause, and frets over whether or not he should mention the energy problems he's been having. He knows that there isn't actually anything wrong (that he knows of) with his battery, but...
(Reply) (Parent) (Thread) (Expand)
[User Picture]From: thefireofasaint
2006-07-16 11:40 pm (UTC)
At the bottom of the stairwell is a white door, and even while still on the stairs a constant whoosh-whoosh noise is clearly audible -- the door practically vibrates in rhythm with whatever's causing it.

Inside, the overwhelming sound of the fan makes hearing each other difficult. It isn't an even sound either, as the slicing blades become even louder at regular intervals. The fan seems lopsided. Great. John feels claustrophobic looking at it, so he quits.

Fortunately, there's a lot more to look at. Such as the empty wheelchairs zipping around madly, one nearly clipping his side as it passes. The door is on the far end of the room. They'll have to get through the chairs first...

"Lame." John pronounces grimly, blasting one into the air with an annoyed gesture. A flaming wheel rolls past forlornly.
(Reply) (Thread)
[User Picture]From: onlyroger
2006-07-16 11:46 pm (UTC)
It takes Roger a moment to identify the source of the busy rolling sound, and when he sees the self-propelled wheelchairs, he spends another few seconds just trying to understand what they're doing there.

"....alright, this is just confusing," he says, before hopping over the railing to join John on wheelchair demolition, grabbing one as it barrels past and hurling it at the far wall. He dismisses the giant fan as simply another unnerving decoration... for the time being.
(Reply) (Parent) (Thread) (Expand)
[User Picture]From: unbroken
2006-07-17 01:20 am (UTC)


The white door opens up to a much quieter, but almost harder-to-take room. It almost makes sense as being upside down, with the furniture on the ceiling. But the way the vents jut out on the floor/ceiling- there's something off about it. It's nauseating.

He looks to the opposite corner of the room and sees the door with the clock placed on it. Hopefully, it'll open this time. He closes his eyes for a moment in an effort to stabilize himself, but opening them just makes him dizzy again. He shakes his head and starts heading towards that corner.
(Reply) (Thread)
[User Picture]From: onlyroger
2006-07-17 01:29 am (UTC)

Re: Angles

After an initial scan of the room for any baddies, Roger heads after the others, trying not to become distracted by how fascinatingly unbalanced everything in this room is. It's even stranger than the machine in the toystore, or the self-propelled wheelchairs. When he starts looking around at everything, it becomes hard for him to remember that he's trying to help rescue Liz, (and now Eileen, too) and escape from Walter's insane world along with whoever else survived the initial deluge.
(Reply) (Parent) (Thread) (Expand)
[User Picture]From: htownshend
2006-07-17 02:09 am (UTC)

The Roof

He makes sure the others get through the door okay, since John looks ill and Henry looks about ready to topple over. The pressure's starting to get to his eyes as he steps through the door himself.

As it fades, he looks around the area. It actually looks like they've made it outside, although the fog doesn't help get rid of the claustrophobic sense he's had ever since they got here. This fog might be even thicker than what he's used to- his hair's already damp and clinging to his forehead.

As he tries to see further, he notices a silhouette a short ways off. Is that a woman? "Hello...?"
(Reply) (Thread)
[User Picture]From: onlyroger
2006-07-17 02:17 am (UTC)

Re: The Roof

Roger moves up beside Henry, drawing his weapon. The cold, damp air seems to be helping him concentrate a little. "She's coming towards us.... I don't think that's Liz."
(Reply) (Parent) (Thread) (Expand)
[User Picture]From: thefireofasaint
2006-07-18 12:29 am (UTC)
The streets are ... normal, relatively speaking. Not that John was expecting to have to blast through a parade of zombies, but the only immediately obvious 'wrongness' is the feeling they've been abandoned or swept clean of people. As they approach South Ashfield Heights, he can see that all the lights are on; the ground floor apartments look empty through the windows, but no different from anything you'd expect to see elsewhere.

The building's front door, situated atop a few steps in between the two wings of the building, is locked and criss-crossed with a number of thick chains.
(Reply) (Thread)
[User Picture]From: onlyroger
2006-07-18 12:37 am (UTC)
There's something seriously unnerving about the lack of populace on the otherwise-normal streets of South Ashfield. The sorts of things that they had encountered in Walter's private world had only been the stuff of nightmares, but as the group heads towards what Henry hopes is the center of the nightmare world, Roger's thoughts turn to events in the real world, and the mounting struggle the BPRD has had in subduing the frog invasion. Could it be that everything they had done was in vain, and that a day would come when the towns and cities of Earth would be cleansed of their human inhabitants?

Seeing the barrier that had been placed on the door to South Ashfield Heights, he moves to the front of the group and examines it. "These don't look too sturdy.... we shouldn't have a hard time getting them off."
(Reply) (Parent) (Thread) (Expand)
[User Picture]From: unbroken
2006-07-19 01:38 am (UTC)


He doesn't really want to do this again, especially now that he's found Liz. But there's only one real way to get around here, especially if they need to get back over to Toluca Lake- or...hope against hope, out of here entirely.

So he squeezes Liz's hand just a little bit tighter. She'd keep him anchored, he knows it. He drops his head down into the crook of her neck and looks around the area. His chest immediately starts to hurt, sharp spikes of pain. He's felt it before- he ignores it.

Of course, it's like a black hole, bringing everything to it. It's everything he can manage to not do the equivalent of staring helplessly at Room 302. It's not the center of everything in this world anymore; that's a surprise, and he wonders why for a few moments. But then he focuses and rips his attention away (god, that feels like ripping my HEAD in half) to look elsewhere. He doesn't have long until he's suctioned back in, but....yes, there.

"Behind the building..." he says, almost whispering. He opens his eyes and faces Liz, looking pale. Behind her the backdrop seems...worse, somehow. Even more rust and grime coats the streets. "There's a portal behind the building. It's the only one."
(Reply) (Thread)
[User Picture]From: domina_igne
2006-07-19 01:50 am (UTC)

Re: Exit

When he shudders at first Liz doesn't know what's happening; she's about to ask him if one of his various injuries is bothering him, do they need to stop.

And then he looks at her, and he looks as old and tired as she feels, that faraway gaze he gets--"Henry, what are you doing?"

At this point she could probably yell at length, doesn't he remember what happened to him last time, getting out of here means nothing if she can't take him with her, but mostly Her, Her, She is watching and She wants you back, now "....stop."
(Reply) (Parent) (Thread) (Expand)