Snowblind Moderators (
snowblindmods) wrote2018-06-10 12:28 am
Setting Part Four
| Setting | |||
The Bunker ![]() (click to expand) Discovered Locations 1: A large mess hall, though it's so covered in mold that you probably don't want to sit down and have a meal here. There's a kitchen in the back, and its appliances still seem intact, but it's just as moldy as everything else. The two sinks are clean, but the water isn't safe to drink. The plugs here work. 2: A large room, thankfully mold-free, filled with bunk beds. The mattresses are still intact, but one is missing. They look plasticky, but it's better than sleeping on a floor. 3: This room is as big as the one across from it, so maybe it was another bedroom, long ago. It's not now--there's no sign of beds. Instead, dozens of mummified corpses are stacked up in a haphazard pile. They all show signs of disease--some have other injuries that probably led to their immediate death, like a broken neck or indication of vast amounts of blood loss, but every corpse was ill. 4: A large open area covered in faintly glowing moss. Some of it seems to have piled up in certain places, though there doesn't seem to be an immediately recognizable reason for that. Door after door connects to this area, but it doesn't have much in it itself. 5: There's a large water tank in here. It's solidly made. There's no apparent way to turn it off. There's a heater, too, though it doesn't look like it's receiving electricity, and anyway, it's rusted through. 6: A meeting room--or it used to be. The table is still there, but the soft bits of the chairs are long gone, leaving piles of metal scrap. There's what looks like a large whiteboard on the wall, though there aren't any markers or anything. "Hello" is written on the wall in green paint. 7: A storage room, judging by all the metal shelves. All the things in here were eaten away a long time ago, but there is a metal box that contains some screwdrivers built for electronics. There's mold on the ceiling, but a lot of this room has been cleaned up. 8: This room is mercifully mold-free, though all that's here is a meeting room. There are rolling chairs and a large table that seems to be bolted to the floor. When you enter, the lights flicker on and off at random. 9: A room filled with the metal skeletons of chairs, desks, and the barely-remaining bits of a pool table. There's mold on the ceiling and upper levels of the wall, where it's difficult to reach. 10: A small waiting room, though the chairs are covered in moss with all the soft bits eaten away, so you probably don't want to sit there. There's a metal desk where a secretary might sit. Looking inside the desk reveals moss and sludge and some sort of insect skittering away from the intrusion. 11: An office. The chair isn't a chair anymore so much as it's a rusty pile of metal, but the desk is metal and so it's still there. There's a keyboard, mouse, and monitor on the desk. 12: The mold here has been cleaned up somewhat, enough to reveal bloodstains on the floor and what look like drag marks that stop at the door. Someone cleaned outside but didn't clean inside, it seems. 13: A small electrical closet, covered in mold. Opened metal boxes reveal repaired wiring and a row of green lights indicating the wiring is working. 14: A laundry room! Well, more of a closet with several washers and dryers. None of them are working right now. 15: A very small closet--only shelves remain, along with mold on said shelves. It might have been a linen closet. 16: A closet filled with detergent, soap, bleach, and other things you'd need to do clothes. Of course, these have all been left abandoned a very long time: these are far more dangerously concentrated than anyone would want to use now. 17: A disgusting-looking room with only the metal skeletons of its furniture remaining. There's a bunk bed and a pile of metal bits and pieces to what was probably a dresser a very long time ago. There are some drawers built into the wall. 18: A messy infirmary--there are sheets covered in old blood, tools scattered everywhere, and a few long-abandoned corpses--there are some patients on the bed and one doctor, a woman, on the floor behind a desk. 19: A server room. Most of the machinery is long-since corroded due to age, but some of these wires, circuit boards, and computer parts are still usable, if you know what you're doing... It's all quantum-based computing. Someone has taken the time to sort everything, so work here shouldn't be too difficult. 20: Judging by the gun cases and shelving, this was an armory. There aren't any weapons here right now, though. 21: This room has a few ants--not enough to be dangerous--and bits of mold on the ceiling and wall, though it looks like this place was cleaned up otherwise. 22: A long-abandoned bedroom, covered in mold. The frame of a bunk bed remains, but there aren't any mattresses left. There are drawers built into a wall. 23: A secondary infirmary which looks mostly to house extra bed space if needed. It looks like something happened here--many of the beds are knocked over and scattered around, there are drawers on the floor, and supplies are scattered all over. 24: This door opens automatically in response to your tablet. Going inside, it seems like this is an old guard station, and the seal on its door has held for some time, since it's free of the moss that covers other areas of the building. There are gutted computer monitors here, even keyboards and mice. One monitor is still intact and displays a login screen when turned on. You can see through a couple of large windows into room 25--interestingly, you couldn't see the windows at all from that room. A crude map of the bunker has been finger-painted on the wall using black paint. It includes rooms 1, 4, 7, 9, 10, 11, 12, 17, 24, 25, and 26, not entirely to scale but with roughly the appropriate amount space left over for the remaining rooms to be drawn in. Room 17 has a warning about the biting ants written in sparkly blue nail polish. There was an ant drawn in red crayon where room 21 should be, but it's been crossed out with charcoal. "New tablet app" is written where room 8 should be. Stick figures with x's for eyes have been drawn in where room 3 should be. 25: An empty entrance area filled with stale air and covered in mold that, while the door is open, looks to be a very dark green. Once the door closes, though, it glows faintly--not enough to see by, but enough to make the whole area eerie. The parts of the area that aren't covered in mold are clearly made of metal. 26: An abandoned guard station, mercifully free of moss. There are windows looking out into room 25, though you can't see them from that room. There are monitors, mice, and keyboards, but they don't seem to be working right now. Someone has moved a mattress into the room. 27: An empty room, covered in mold. There's a hole in the north wall where the door used to be. 28: A completely empty, mold-covered room. There's a door to the north left hanging open. 29: 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... 30: An empty, thankfully clean room. The door to the north is locked. There's a place for a keycard to be inserted. Town Hall ![]() (click to expand) Discovered Locations 336: As soon as you walk in, the lights turn on, responding to movement. It's warmer here--the heat is working, but it seems to be set to a little below room temperature. Going beyond the lobby requires a key, but either Miller's keycard or the Galaxy application provide access. In the back area, there are two desks, labeled for Robert Miller and Andromeda. Both have working computer monitors and keyboards, though you'll need to log in using a key card or application. There's an unlocked trap door in the back room. There's a vending machine as well, but it requires Robert Miller's keycard to use. Going down the trap door, there's a fairly long ladder leading downward, ending in a metal room with several doors. One is labeled NANOMACHINES, one is labeled ADMINISTRATOR, and one is labeled BREAK. The break room has a few cheap tables and chairs, along with two single-stall bathrooms. There are two more vending machines which work based on touch alone. One contains snacks and the other contains drinks. They won't restock once empty. The nanomachines room contains a large machine that looks something like an enclosed MRI machine. There is a computer attached. This computer relies very heavily on medical terminology--someone well-versed in that will be needed to make it do anything complicated. The ceiling of the administrator room is a mess of large tubes, pumping ice-cold water through the room. Still, it's significantly hotter here than anywhere else, to the point of being uncomfortable, though not unbearable. In the center of the room is a massive supercomputer that stretches back as far as they can see. Metallic spider robots writhe along the machine, maintaining it. There is a monitor and keyboard at a small metallic desk. On the floor is the long-mummified corpse of Robert Miller. There's a catwalk to the side of the computer which leads to a door. Beyond the door is a machine made by nothing even resembling organic intelligence. It's bits and pieces of found, created, and stolen technology all layered on top of each other and attached in a way that would be impossible to fully comprehend in the time you have left. Still, there's no doubting this is the portal. There are wires left over, apparently in case anyone ever wanted to attach a monitor, tablet, or other device--a computer building accommodations for human coworkers who would never appear. Underneath the quantum computer and down another ladder is a honeycomb of confusing corridors. They're familiar--it's the same ones you may have been brought to before. The room with the pit is here, though the pit isn't, as well as many other rooms you might recognize, though none of them seem as dangerous as they might have before. There's signs of places where electronics and machines once were, but they've since been removed. Down one of the many hallways is the enormous tangle of machines that you were once brought down to fix--it's still a confusing mash of stolen technology and metal. There are many spider robots here, skittering about the machinery, but there are also much larger and slower robots rolling on tank treads between the rows. | |||


