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
[He is very much missing a hand, though. And very much helping himself to a pair of scissors.]
Re: Session 12 Discussion
Re: Session 12 Discussion
Re: Session 12 Discussion
How's your day going.
Re: Session 12 Discussion
Not a super high bar to clear, though. So.
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Uhm, several people have already lost their bag of marbles, so to speak. [ VERY PONTEDLY NOT GESTURING AROUND HIM, ]
I know Griffin has absolutely lost his.
Re: Session 12 Discussion
[Helpful. He very much does not know the name, though.]
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Re: Session 12 Discussion
You got anywhere special you're headed?
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Re: Session 12 Discussion
Well - I think I gotta stick around down here a little longer. I wanna map the whole basement, and I got a couple rooms left.
Re: Session 12 Discussion
Re: Session 12 Discussion
...sucks up there, too, though. Take care of yourself. Kay?
Re: Session 12 Discussion
Safe journeys, Hurricane.
Re: Session 12 Discussion