Snowblind Moderators (
snowblindmods) wrote2017-01-04 09:12 pm
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Search Requests
Search Requests | |||
While traveling through Norfinbury, you and your characters may want to search for more plot-relevant items. There are also squares on the map that no one has traveled to, and remain a mystery until explicitly uncovered. Thus, the search page has been created for this use. This page is not for reporting standard movements; if you need to do that, follow the directions on the character movements page. You can also find the square allowances on that page: remember, a quick search takes one square of movement, while a thorough search takes two! In order to have your character search an area, first find the comment of the location your character will be searching. There are general area comments at the beginning for uncovering new squares, searching outside of buildings, and talking to @ADMIN or other things not tied to a specific building. If your character is trying to speak to @ADMIN, simply use the header for the area your character is currently in. After those are building comments for searching inside of buildings. We will reply back within two days informing you what your characters found. Search requests will always receive some sort of reply, even if it's just "there isn't anything interesting here". We will also do our best to hint if there's something more your character can do, if this place has already been thoroughly searched, or if there's just nothing there at all. In order to submit a search request, please put the IC day you're doing your search in the subject line and fill out the following form: | |||
no subject
Once the timer counts down, the explosion is loud enough to be heard throughout the bunker. The closer rooms rattle about. Returning to it, there's now a hole where the door used to be, leading to room 28, which is described as follows:
A completely empty, mold-covered room. There's a door to the north left hanging open.
This leads to room 29, described as follows:
An empty, mold-covered room. The door to the north is shut, but it opens when a hand (or similar appendage) is placed on a nearby pad. There are a lot of rooms in this hallway, like an airlock...
This leads to room 30, described as follows:
An empty, thankfully clean room. The door to the north is locked. There's a place for a keycard to be inserted.