Heart Soldier Senshi
[ You spill out of the elevator into a Dungeon— the elevator is gone when you look back.
It's dark down here, in the dungeon, and the wall sconces are unlit; the only light source is from the hallway. In the dim light, though, you can see a handful of barred cells against one stone wall with fixtures for manacles. There's a drain set into the floor, in the middle, around which the floor is stained a darker color and is… sticky? The air is cold, and stale.
Against the wall next to the door is a set of shelves and some hanging hooks, as well as two simple wooden chairs, one of which looks like it's seen better days. Someone's left a jacket on one of the hooks. The shelves contain mostly ordinary household tools—a pair of scissors, a hammer, some pliers, a coil of rope.
Despite everything, it's the jacket that sets you off. Hung from the hooks, it looks like something that belongs on the back of a classroom chair, when seen from below, your face at ground level from being tripped again. Or held down, or scrubbing your desk clean, again and again. Nothing like the tortures that rest of the dungeon promises, it's mundane suffering that you feel you can't escape, will never be able to escape, unless you take one of those tools in your hand and turn it against them as soon as the time is right. When? You feel you'll instinctively know, but that's a feeling you know isn't yours and not one you want to be. But if you break, fear and pain will overwhelm you, and you'll submit: the rest of the memory will tell you true when to strike.
A spirit board is placed amongst the household tools.
A readout on your phone tells you the rules and displays the sanity goal (explore rooms) and your traitor goal (kill without witnesses) as well as the item that you've been given (spirit board). It looks like nothing is stopping you from committing the traitor goal even while you're sane, if you wish to.
There is one exit: South. ]
It's dark down here, in the dungeon, and the wall sconces are unlit; the only light source is from the hallway. In the dim light, though, you can see a handful of barred cells against one stone wall with fixtures for manacles. There's a drain set into the floor, in the middle, around which the floor is stained a darker color and is… sticky? The air is cold, and stale.
Against the wall next to the door is a set of shelves and some hanging hooks, as well as two simple wooden chairs, one of which looks like it's seen better days. Someone's left a jacket on one of the hooks. The shelves contain mostly ordinary household tools—a pair of scissors, a hammer, some pliers, a coil of rope.
Despite everything, it's the jacket that sets you off. Hung from the hooks, it looks like something that belongs on the back of a classroom chair, when seen from below, your face at ground level from being tripped again. Or held down, or scrubbing your desk clean, again and again. Nothing like the tortures that rest of the dungeon promises, it's mundane suffering that you feel you can't escape, will never be able to escape, unless you take one of those tools in your hand and turn it against them as soon as the time is right. When? You feel you'll instinctively know, but that's a feeling you know isn't yours and not one you want to be. But if you break, fear and pain will overwhelm you, and you'll submit: the rest of the memory will tell you true when to strike.
A spirit board is placed amongst the household tools.
A readout on your phone tells you the rules and displays the sanity goal (explore rooms) and your traitor goal (kill without witnesses) as well as the item that you've been given (spirit board). It looks like nothing is stopping you from committing the traitor goal even while you're sane, if you wish to.
There is one exit: South. ]

Re: Session 12 Discussion
Re: Session 12 Discussion
I stabbed Joker, some guy snapped my neck? I feel great!
Re: Session 12 Discussion
Well then.
Please watch out for Avante because Griffin has lost his marbles. I don't know how many of them have but it's probably a bad idea to stick around too long them anyway.
Re: Session 12 Discussion
Who hasn't lost their marbles?
[ She's just laughing. ] No matter, I will be juuuust fine.
Re: Session 12 Discussion
I'm serious, he grabbed Mercury and Mercury told me to run and -- the door locked and the stupid dumbwaiter stopped working and I couldn't get back --
Re: Session 12 Discussion
If he hurt Mercury. I'm not going to stop myself from hurting him back, Eclipse. Mercury cares so so so so much about us. I can't...let him get hurt.
Re: Session 12 Discussion
[ #wordstoregretlater ]
Re: Session 12 Discussion
Prim is starting to look a little cagey. ]
I'm glad..you are safe.
Re: Session 12 Discussion
[ Though he has to wonder if going around alone is a good idea here. ]
Re: Session 12 Discussion
I'm not safe. For any of you.
Re: Session 12 Discussion
Re: Session 12 Discussion
South, south, west, west. Wine cellar will take you up.
Re: Session 12 Discussion
Watch out for yourself, okay?
[ Also, god help whoever gets in your way. ]
Re: Session 12 Discussion
[ Hehe. ]
Re: Session 12 Discussion
[ And safe journeys to him too, he thinks. ]