Trustfell Mods (
trustfelling) wrote in
trustfelled2016-07-03 12:00 am
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Welcome.
You don't remember how you got here. It may be one of the first things to occur to you when you wake up, that you don't know when you got here, what you were doing involved nothing like this; granted, it's also possible that it doesn't matter – that whatever circumstances you last remember have nothing on the fact that this bed is really comfortable and the room around you is gently-lit. It's warm, but it's nowhere near where you're supposed to be. Whatever you think of it, the fact is that you can't stay there forever; there's a silver key resting on that trunk near your bed, and you might want to take it on the way out. It's no big deal if you don't, exactly – it won't lock automatically after you close the door, that has to be done manually – but it'll probably become clear that privacy is a commodity in a place like this. After all, you aren't alone; the hallway is likely quick to become populated with other people that are just as confused as you are. Go ahead and talk to them if you'd like; none of you will know exactly how you got to the building with the wooden walls and the odd windows that no one can see through, but that doesn't mean you can't get to know each other on the way to...wherever it is that you're going. Wander long enough and you may hear the chiming of a clock nearby. It's hard to tell whether it's telling you it's very early or very late at night, but checking out the room it's in eventually might be a good idea regardless; it's large and open, designed to accommodate social gatherings from the look of it, with the clock in question mounted against the western wall. It isn't the only thing here, though – there's a large frame set into the wall nearby, and it contains some information that might be relevant to your interests... Or perhaps your attention is drawn instead to the other framed information nearby; don't worry if you miss it in here, though. It's posted in every other room in the building. There's also the matter of the large double-doors at the end of the room; they aren't going to open, regardless of what you do. Looks like you're trapped here for the time being. Might as well see who's here with you, right? |
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You have an important job, then. As a provider.
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[ It's said with a wry smile, because what other jobs would she possibly have had. ]
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[a shake of his head.]
A lot of things do, but that doesn't.
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Thanks.
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So we just have to get out of here, right? Easy. [ Easy. Sure. ]
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Someone here is bound to have something that can damage the structure of the building.
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Explosives. I saw a storage closet over there. [ Gesturing toward it. ]
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...Come with me. [Just starts walking off in a frenzy towards the storage closet. He doesn't actually turn back to see if she's following or not.]
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It's here.
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WD-40. [He inspects the can.] We could use this.
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She replaces it and digs through some more boxes, producing matches. ]
I'm not getting near this when you do it. [ Since she has enough Mysterious Burns as it is. ]
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[Walt muses over it, lifting it up to his eyes and adjusting his eyeglasses.]
If we can find some way to set it on fire or...strike it with a harsh amount of force. Even if we can empty it out to the point where it's just spraying air...
[He waves his hands around and makes like a little explosion noise with his mouth. "Puuuuuuuuhhh."]
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