[ You open your eyes to a dark and dim space. Ragged mattresses are pushed into the corner farthest away from the boarded windows and half-broken door. The air is tense, hairs prickling on the back of your neck as you hear the sounds of multiple somethings slow and lumbering making the way through the streets just outside this cramped space. ]
[ You could stay here. Given some time, the door looks reinforceable with the bits of broken lumber and heavy objects that can be used to barricade it. The snap crackle pop of a radio on the nightstand indicates that it's usable and could be used to reach out to other life in the city. ]
[ Or. ]
[ You could run. Through the dimming sunlight streaming in through the window settled high against the wall, you can glimpse a structure in the distance. A large tall building with twinkling red functional lights atop and the outline of a large military vehicle. A helipad and a helicopter. ]
[ Stay or make a break for it - the choice is yours. But don't take too long to decide. The groaning and shambling of whatever is outside stutter and turn, now coming in the direction of your shelter. ]
[[ ooc: Each individual idol can make a choice to stay here and defend the bunker or make a run to the helicopter. You do not have to move as a group. But once the choice it made, it cannot be changed (i.e. idols who bunker cannot make a break for it and idols heading toward the bunker cannot stop). ]]
[ You open your eyes to a dark and dim space. Ragged mattresses are pushed into the corner farthest away from the boarded windows and half-broken door. The air is tense, hairs prickling on the back of your neck as you hear the sounds of multiple somethings slow and lumbering making the way through the streets just outside this cramped space. ]
[ You could stay here. Given some time, the door looks reinforceable with the bits of broken lumber and heavy objects that can be used to barricade it. The snap crackle pop of a radio on the nightstand indicates that it's usable and could be used to reach out to other life in the city. ]
[ Or. ]
[ You could run. Through the dimming sunlight streaming in through the window settled high against the wall, you can glimpse a structure in the distance. A large tall building with twinkling red functional lights atop and the outline of a large military vehicle. A helipad and a helicopter. ]
[ Stay or make a break for it - the choice is yours. But don't take too long to decide. The groaning and shambling of whatever is outside stutter and turn, now coming in the direction of your shelter. ]
[[ ooc: Each individual idol can make a choice to stay here and defend the bunker or make a run to the helicopter. You do not have to move as a group. But once the choice it made, it cannot be changed (i.e. idols who bunker cannot make a break for it and idols heading toward the bunker cannot stop). ]]
[ You open your eyes to a dark and dim space. Ragged mattresses are pushed into the corner farthest away from the boarded windows and half-broken door. The air is tense, hairs prickling on the back of your neck as you hear the sounds of multiple somethings slow and lumbering making the way through the streets just outside this cramped space. ]
[ You could stay here. Given some time, the door looks reinforceable with the bits of broken lumber and heavy objects that can be used to barricade it. The snap crackle pop of a radio on the nightstand indicates that it's usable and could be used to reach out to other life in the city. ]
[ Or. ]
[ You could run. Through the dimming sunlight streaming in through the window settled high against the wall, you can glimpse a structure in the distance. A large tall building with twinkling red functional lights atop and the outline of a large military vehicle. A helipad and a helicopter. ]
[ Stay or make a break for it - the choice is yours. But don't take too long to decide. The groaning and shambling of whatever is outside stutter and turn, now coming in the direction of your shelter. ]
[[ ooc: Each individual idol can make a choice to stay here and defend the bunker or make a run to the helicopter. You do not have to move as a group. But once the choice it made, it cannot be changed (i.e. idols who bunker cannot make a break for it and idols heading toward the bunker cannot stop). ]]
[ You open your eyes to a dark and dim space. Ragged mattresses are pushed into the corner farthest away from the boarded windows and half-broken door. The air is tense, hairs prickling on the back of your neck as you hear the sounds of multiple somethings slow and lumbering making the way through the streets just outside this cramped space. ]
[ You could stay here. Given some time, the door looks reinforceable with the bits of broken lumber and heavy objects that can be used to barricade it. The snap crackle pop of a radio on the nightstand indicates that it's usable and could be used to reach out to other life in the city. ]
[ Or. ]
[ You could run. Through the dimming sunlight streaming in through the window settled high against the wall, you can glimpse a structure in the distance. A large tall building with twinkling red functional lights atop and the outline of a large military vehicle. A helipad and a helicopter. ]
[ Stay or make a break for it - the choice is yours. But don't take too long to decide. The groaning and shambling of whatever is outside stutter and turn, now coming in the direction of your shelter. ]
[[ ooc: Each individual idol can make a choice to stay here and defend the bunker or make a run to the helicopter. You do not have to move as a group. But once the choice it made, it cannot be changed (i.e. idols who bunker cannot make a break for it and idols heading toward the bunker cannot stop). ]]
[ You open your eyes to a dark and dim space. Ragged mattresses are pushed into the corner farthest away from the boarded windows and half-broken door. The air is tense, hairs prickling on the back of your neck as you hear the sounds of multiple somethings slow and lumbering making the way through the streets just outside this cramped space. ]
[ You could stay here. Given some time, the door looks reinforceable with the bits of broken lumber and heavy objects that can be used to barricade it. The snap crackle pop of a radio on the nightstand indicates that it's usable and could be used to reach out to other life in the city. ]
[ Or. ]
[ You could run. Through the dimming sunlight streaming in through the window settled high against the wall, you can glimpse a structure in the distance. A large tall building with twinkling red functional lights atop and the outline of a large military vehicle. A helipad and a helicopter. ]
[ Stay or make a break for it - the choice is yours. But don't take too long to decide. The groaning and shambling of whatever is outside stutter and turn, now coming in the direction of your shelter. ]
[[ ooc: Each individual idol can make a choice to stay here and defend the bunker or make a run to the helicopter. You do not have to move as a group. But once the choice it made, it cannot be changed (i.e. idols who bunker cannot make a break for it and idols heading toward the bunker cannot stop). ]]
[ You open your eyes to a dark and dim space. Ragged mattresses are pushed into the corner farthest away from the boarded windows and half-broken door. The air is tense, hairs prickling on the back of your neck as you hear the sounds of multiple somethings slow and lumbering making the way through the streets just outside this cramped space. ]
[ You could stay here. Given some time, the door looks reinforceable with the bits of broken lumber and heavy objects that can be used to barricade it. The snap crackle pop of a radio on the nightstand indicates that it's usable and could be used to reach out to other life in the city. ]
[ Or. ]
[ You could run. Through the dimming sunlight streaming in through the window settled high against the wall, you can glimpse a structure in the distance. A large tall building with twinkling red functional lights atop and the outline of a large military vehicle. A helipad and a helicopter. ]
[ Stay or make a break for it - the choice is yours. But don't take too long to decide. The groaning and shambling of whatever is outside stutter and turn, now coming in the direction of your shelter. ]
[[ ooc: Each individual idol can make a choice to stay here and defend the bunker or make a run to the helicopter. You do not have to move as a group. But once the choice it made, it cannot be changed (i.e. idols who bunker cannot make a break for it and idols heading toward the bunker cannot stop). ]]
[ the alley is your first real taste of the city... and it tastes like shit. it smells like shit too. to both your left and your right there are trash bags piled high with god knows what, but you don't need to get all that close to get a whiff of the rancid stink wafting off them, because it doesn't exactly leave much to the imagination. there's an overturned dumpster in an offshoot a bit further down, its extroidinarily diverse contents having spilled out onto the cracked pavement, summoning a mischief of rats. ]
[ suddenly! a chorus of moans sound, echoing in the cramped confines of the nauseating back-alley. the shuffling of feet soon follow suit and and you know a fight is on the horizon, but... so is the path forward, so not only do you need to ready your weapons, but you also need to make your choice. ]
[ the alley is your first real taste of the city... and it tastes like shit. it smells like shit too. to both your left and your right there are trash bags piled high with god knows what, but you don't need to get all that close to get a whiff of the rancid stink wafting off them, because it doesn't exactly leave much to the imagination. there's an overturned dumpster in an offshoot a bit further down, its extroidinarily diverse contents having spilled out onto the cracked pavement, summoning a mischief of rats. ]
[ suddenly! a chorus of moans sound, echoing in the cramped confines of the nauseating back-alley. the shuffling of feet soon follow suit and and you know a fight is on the horizon, but... so is the path forward, so not only do you need to ready your weapons, but you also need to make your choice. ]
[ the alley is your first real taste of the city... and it tastes like shit. it smells like shit too. to both your left and your right there are trash bags piled high with god knows what, but you don't need to get all that close to get a whiff of the rancid stink wafting off them, because it doesn't exactly leave much to the imagination. there's an overturned dumpster in an offshoot a bit further down, its extroidinarily diverse contents having spilled out onto the cracked pavement, summoning a mischief of rats. ]
[ suddenly! a chorus of moans sound, echoing in the cramped confines of the nauseating back-alley. the shuffling of feet soon follow suit and and you know a fight is on the horizon, but... so is the path forward, so not only do you need to ready your weapons, but you also need to make your choice. ]
[ the alley is your first real taste of the city... and it tastes like shit. it smells like shit too. to both your left and your right there are trash bags piled high with god knows what, but you don't need to get all that close to get a whiff of the rancid stink wafting off them, because it doesn't exactly leave much to the imagination. there's an overturned dumpster in an offshoot a bit further down, its extroidinarily diverse contents having spilled out onto the cracked pavement, summoning a mischief of rats. ]
[ suddenly! a chorus of moans sound, echoing in the cramped confines of the nauseating back-alley. the shuffling of feet soon follow suit and and you know a fight is on the horizon, but... so is the path forward, so not only do you need to ready your weapons, but you also need to make your choice. ]
[ the alley is your first real taste of the city... and it tastes like shit. it smells like shit too. to both your left and your right there are trash bags piled high with god knows what, but you don't need to get all that close to get a whiff of the rancid stink wafting off them, because it doesn't exactly leave much to the imagination. there's an overturned dumpster in an offshoot a bit further down, its extroidinarily diverse contents having spilled out onto the cracked pavement, summoning a mischief of rats. ]
[ suddenly! a chorus of moans sound, echoing in the cramped confines of the nauseating back-alley. the shuffling of feet soon follow suit and and you know a fight is on the horizon, but... so is the path forward, so not only do you need to ready your weapons, but you also need to make your choice. ]
[ it's not hard to tell from afar that the convenience store has been ransacked left, right, and center. all of its windows have been broken, meaning there's an abundance of glass shards sprinkled all over the pavement like confetti, so watch your step. on closer inspection, it looks like an attempt was made to barricade the front door shut, but it wasn't nearly enough to stop the hungry hungry zombies™ from breaking, entering, & feasting. ]
[ inside, it looks like the bull from the china shop metaphor dropped by... blindfolded. most of the other shelves are in pieces, but there are a couple that are just fallen or crushed. not that it really matters, because the merchandise is all over the floor. each step is causes an ungodly amount of noise... the crunch of a can, the crinkle of a bag, or the crack of a container. it's a good thing you're not trying to be quie- oh! oh shit!!! ]
[ . . . ]
[ to the back of the conbini is a door that's been torn off its hinges, a couple of damaged planks hastily boarded to the doorway in an attempt to prevent anyone and anything from getting through. they tried, they failed, and they died. blood streaks the floor in a storage room turned office space, a mutilated corpse slumped at a desk with a cracked monitor broadcasting the EMERGENCY ALERT SYSTEM on repeat. though the colorful flashing IS annoying it eventually catches the partially hidden exit sign tucked behind a mountain of cardboard boxes. it does also reveal a figure ( or two or three ) in the hall, so you better get moving. ]
[ The neon lights sputter and flicker on the outside of the tea house - the bright pink letters outside now dimmed to an ominous Alfred's Tea Room. Quaint, really. The thick copper-scented smell in the air doesn't make this place any more hospitable. ]
[ You make your way inside, careful to avoid the bits of broken ceramic and discarded paper cups across a slick and sticky floor. Everyone left here and in a hurry, it seems. The quiet interior is nothing short of haunting with the front counter somehow clean enough to still be accepting orders if there were any customers or staff in the place. Somewhere above speakers crackle with the distorted hints of a festive holiday song that should have been banished from the airwaves forever. ]
[ This place is not defensible and you can still glimpse the flickering lights of the helipad farther into the city. You shouldn't tarry here long. Out the employee entrance is probably your best bet. ]
[ You just might have to deal with the shuffling and moaning from the tea house's last remaining inhabitants to get there. Odds are low that they believe that the customer is always right. ]
[ graffiti smearing the production paints the chipped tiled walls of the dark tunnel leading down into the eerie depths of the train station. there’s an abundance of grass growing out of the cracks, the occasional crater completely obscured by the overgrowth, so be very careful, because a sprained ankle will do you absolutely no favors in this zombie infested nightmare. ]
[ the ticket and security booths are at the bottom, an explosion of baggage having sent personal effects of all kinds around the blood ridden terminal. there are also a few bodies horribly mangled in the turnstiles, making it that much harder to get onto the platform, proper. ]
[ when you do finally make it through you're immediately blinded, beams of an intense bright white light shining down the passage as a violent shudder sends dust, dirt, and debris raining down onto your head. a horn sounds, its deafening echo drowning out anything and everything else for a couple of seconds. ]
"████! █a██es ██d ██nt██m██ o█ p██tf███ ██ ma█ █ █av█ █ou█ ██ten█i█n p█ea██." [ a snap, crackle, and pop! as the pa system crackles to life, the buzzing dying down enough to hear the announcement properly. ] "We are sorry to announce that the < Game Start Time > service to < Helipad > has been cancelled. This is due to < Zombie Outbreak >. On behalf of < Imeeji Idol Productions > we apologize for the inconvenience this may cau-"
[ the obnoxious screech of metal on metal interrupts, the so-called cancelled train still en-route to the station, so minding the gap and the some will keep you from getting caught up in the trainsplosion that's about to- KABOOM. it happens fast ( too fast ) but one minute you're on the platform and then the next minute you're on the tracks, staring down ( probably ) train. the dead have risen, summoned by the noise, but the fiery inferno has illuminated the path ahead, so get ready to fight your way forward. ]
[ at long freaking last you have finally made it to the helipad, which sits on the site of the ruined game tower. it's a shell of its former imposing self, with tens of hundreds of mangled fragments of debris strewn haphazardly around the area and spattered in a suspicious red paint that marks the site with its trademark "🅗". ]
[ the corpses of the idols that came before you - those who tried and failed - are littered among the rubble, but unfortunately they're not the only ones, which is exactly why you can't stop to mourn. ]
[ that said, the crackling of a battered and beaten ham radio does fill you with DETERMINATION, ]
Pilot: Hello? Hel- Hey! you made it!! [ he sounds delighted for about half a second, because then... then comes the not so good news. ] I- I'm real sorry, but I'm still about ten minutes out, so you're going to need to sit tight until I get there. You got this, I know you do, so give em hell. I'll see you soon.
[ a news chopper ( and your ticket out of this zombie infested hell hole ) is only a few minutes away, making this... your last stand. ]
Rules
IC Rules
OOC Rules
Starting Zone 1
[ You open your eyes to a dark and dim space. Ragged mattresses are pushed into the corner farthest away from the boarded windows and half-broken door. The air is tense, hairs prickling on the back of your neck as you hear the sounds of multiple somethings slow and lumbering making the way through the streets just outside this cramped space. ]
[ You could stay here. Given some time, the door looks reinforceable with the bits of broken lumber and heavy objects that can be used to barricade it. The snap crackle pop of a radio on the nightstand indicates that it's usable and could be used to reach out to other life in the city. ]
[ Or. ]
[ You could run. Through the dimming sunlight streaming in through the window settled high against the wall, you can glimpse a structure in the distance. A large tall building with twinkling red functional lights atop and the outline of a large military vehicle. A helipad and a helicopter. ]
[ Stay or make a break for it - the choice is yours. But don't take too long to decide. The groaning and shambling of whatever is outside stutter and turn, now coming in the direction of your shelter. ]
[[ ooc: Each individual idol can make a choice to stay here and defend the bunker or make a run to the helicopter. You do not have to move as a group. But once the choice it made, it cannot be changed (i.e. idols who bunker cannot make a break for it and idols heading toward the bunker cannot stop). ]]
Turn in 1: Arm Yourself
Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Discussion
Starting Zone 2
[ You open your eyes to a dark and dim space. Ragged mattresses are pushed into the corner farthest away from the boarded windows and half-broken door. The air is tense, hairs prickling on the back of your neck as you hear the sounds of multiple somethings slow and lumbering making the way through the streets just outside this cramped space. ]
[ You could stay here. Given some time, the door looks reinforceable with the bits of broken lumber and heavy objects that can be used to barricade it. The snap crackle pop of a radio on the nightstand indicates that it's usable and could be used to reach out to other life in the city. ]
[ Or. ]
[ You could run. Through the dimming sunlight streaming in through the window settled high against the wall, you can glimpse a structure in the distance. A large tall building with twinkling red functional lights atop and the outline of a large military vehicle. A helipad and a helicopter. ]
[ Stay or make a break for it - the choice is yours. But don't take too long to decide. The groaning and shambling of whatever is outside stutter and turn, now coming in the direction of your shelter. ]
[[ ooc: Each individual idol can make a choice to stay here and defend the bunker or make a run to the helicopter. You do not have to move as a group. But once the choice it made, it cannot be changed (i.e. idols who bunker cannot make a break for it and idols heading toward the bunker cannot stop). ]]
Turn in 1: Arm Yourself
Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Discussion
Starting Zone 3
[ You open your eyes to a dark and dim space. Ragged mattresses are pushed into the corner farthest away from the boarded windows and half-broken door. The air is tense, hairs prickling on the back of your neck as you hear the sounds of multiple somethings slow and lumbering making the way through the streets just outside this cramped space. ]
[ You could stay here. Given some time, the door looks reinforceable with the bits of broken lumber and heavy objects that can be used to barricade it. The snap crackle pop of a radio on the nightstand indicates that it's usable and could be used to reach out to other life in the city. ]
[ Or. ]
[ You could run. Through the dimming sunlight streaming in through the window settled high against the wall, you can glimpse a structure in the distance. A large tall building with twinkling red functional lights atop and the outline of a large military vehicle. A helipad and a helicopter. ]
[ Stay or make a break for it - the choice is yours. But don't take too long to decide. The groaning and shambling of whatever is outside stutter and turn, now coming in the direction of your shelter. ]
[[ ooc: Each individual idol can make a choice to stay here and defend the bunker or make a run to the helicopter. You do not have to move as a group. But once the choice it made, it cannot be changed (i.e. idols who bunker cannot make a break for it and idols heading toward the bunker cannot stop). ]]
Turn in 1: Arm Yourself
Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Discussion
Starting Zone 4
[ You open your eyes to a dark and dim space. Ragged mattresses are pushed into the corner farthest away from the boarded windows and half-broken door. The air is tense, hairs prickling on the back of your neck as you hear the sounds of multiple somethings slow and lumbering making the way through the streets just outside this cramped space. ]
[ You could stay here. Given some time, the door looks reinforceable with the bits of broken lumber and heavy objects that can be used to barricade it. The snap crackle pop of a radio on the nightstand indicates that it's usable and could be used to reach out to other life in the city. ]
[ Or. ]
[ You could run. Through the dimming sunlight streaming in through the window settled high against the wall, you can glimpse a structure in the distance. A large tall building with twinkling red functional lights atop and the outline of a large military vehicle. A helipad and a helicopter. ]
[ Stay or make a break for it - the choice is yours. But don't take too long to decide. The groaning and shambling of whatever is outside stutter and turn, now coming in the direction of your shelter. ]
[[ ooc: Each individual idol can make a choice to stay here and defend the bunker or make a run to the helicopter. You do not have to move as a group. But once the choice it made, it cannot be changed (i.e. idols who bunker cannot make a break for it and idols heading toward the bunker cannot stop). ]]
Turn in 1: Arm Yourself
Turn in 2: Survival Plan
Discussion
Starting Zone 5
[ You open your eyes to a dark and dim space. Ragged mattresses are pushed into the corner farthest away from the boarded windows and half-broken door. The air is tense, hairs prickling on the back of your neck as you hear the sounds of multiple somethings slow and lumbering making the way through the streets just outside this cramped space. ]
[ You could stay here. Given some time, the door looks reinforceable with the bits of broken lumber and heavy objects that can be used to barricade it. The snap crackle pop of a radio on the nightstand indicates that it's usable and could be used to reach out to other life in the city. ]
[ Or. ]
[ You could run. Through the dimming sunlight streaming in through the window settled high against the wall, you can glimpse a structure in the distance. A large tall building with twinkling red functional lights atop and the outline of a large military vehicle. A helipad and a helicopter. ]
[ Stay or make a break for it - the choice is yours. But don't take too long to decide. The groaning and shambling of whatever is outside stutter and turn, now coming in the direction of your shelter. ]
[[ ooc: Each individual idol can make a choice to stay here and defend the bunker or make a run to the helicopter. You do not have to move as a group. But once the choice it made, it cannot be changed (i.e. idols who bunker cannot make a break for it and idols heading toward the bunker cannot stop). ]]
Turn in 1: Arm Yourself
Turn in 2: Survival Plan
Discussion
Starting Zone 6
[ You open your eyes to a dark and dim space. Ragged mattresses are pushed into the corner farthest away from the boarded windows and half-broken door. The air is tense, hairs prickling on the back of your neck as you hear the sounds of multiple somethings slow and lumbering making the way through the streets just outside this cramped space. ]
[ You could stay here. Given some time, the door looks reinforceable with the bits of broken lumber and heavy objects that can be used to barricade it. The snap crackle pop of a radio on the nightstand indicates that it's usable and could be used to reach out to other life in the city. ]
[ Or. ]
[ You could run. Through the dimming sunlight streaming in through the window settled high against the wall, you can glimpse a structure in the distance. A large tall building with twinkling red functional lights atop and the outline of a large military vehicle. A helipad and a helicopter. ]
[ Stay or make a break for it - the choice is yours. But don't take too long to decide. The groaning and shambling of whatever is outside stutter and turn, now coming in the direction of your shelter. ]
[[ ooc: Each individual idol can make a choice to stay here and defend the bunker or make a run to the helicopter. You do not have to move as a group. But once the choice it made, it cannot be changed (i.e. idols who bunker cannot make a break for it and idols heading toward the bunker cannot stop). ]]
Turn in 1: Arm Yourself
Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Re: Turn in 2: Survival Plan
Discussion
Bunker 6
Round 1
Zombie Encounter
Turn in: Defend Yourself
Re: Turn in: Defend Yourself
Re: Turn in: Defend Yourself
Re: Turn in: Defend Yourself
Re: Turn in: Defend Yourself
Re: Turn in: Defend Yourself
Zombie v. Door
Discussion/Mingle
Round 2
Zombie Encounter
Turn in: Defend Yourself
Re: Turn in: Defend Yourself
Re: Turn in: Defend Yourself
GOT ITEM
Re: Turn in: Defend Yourself
Re: Turn in: Defend Yourself
Re: Turn in: Defend Yourself
Event: The Door Fails
Discussion/Mingle
Round 3
Zombie Encounter
Turn in: Defend Yourself
Re: Turn in: Defend Yourself
Re: Turn in: Defend Yourself
Re: Turn in: Defend Yourself
Re: Turn in: Defend Yourself
Re: Turn in: Defend Yourself
Re: Turn in: Defend Yourself
Re: Turn in: Defend Yourself
Discussion/Mingle
Round 4
Zombie Encounter
Turn in: Defend Yourself
Re: Turn in: Defend Yourself
Re: Turn in: Defend Yourself
Re: Turn in: Defend Yourself
Re: Turn in: Defend Yourself
Re: Turn in: Defend Yourself
Discussion/Mingle
Alley 1
[ the alley is your first real taste of the city... and it tastes like shit. it smells like shit too. to both your left and your right there are trash bags piled high with god knows what, but you don't need to get all that close to get a whiff of the rancid stink wafting off them, because it doesn't exactly leave much to the imagination. there's an overturned dumpster in an offshoot a bit further down, its extroidinarily diverse contents having spilled out onto the cracked pavement, summoning a mischief of rats. ]
[ suddenly! a chorus of moans sound, echoing in the cramped confines of the nauseating back-alley. the shuffling of feet soon follow suit and and you know a fight is on the horizon, but... so is the path forward, so not only do you need to ready your weapons, but you also need to make your choice. ]
Zombie Encounter
Turn in 1: Defend Yourself
Re: Turn in 1: Defend Yourself
Re: Turn in 1: Defend Yourself
Zombie Attack
Turn in 2: Run for It
Re: Turn in 2: Run for It
Re: Turn in 2: Run for It
Re: Turn in 2: Run for It
Re: Turn in 2: Run for It
Discussion/Mingle
Alley 3
[ suddenly! a chorus of moans sound, echoing in the cramped confines of the nauseating back-alley. the shuffling of feet soon follow suit and and you know a fight is on the horizon, but... so is the path forward, so not only do you need to ready your weapons, but you also need to make your choice. ]
Zombie Encounter
Re: Zombie Encounter
Turn in 1: Defend Yourself
Re: Turn in 1: Defend Yourself
Re: Turn in 1: Defend Yourself
Re: Turn in 1: Defend Yourself
Turn in 2: Run for It
Re: Turn in 2: Run for It
Re: Turn in 2: Run for It
Re: Turn in 2: Run for It
Re: Turn in 2: Run for It
Discussion/Mingle
Alley 4
[ suddenly! a chorus of moans sound, echoing in the cramped confines of the nauseating back-alley. the shuffling of feet soon follow suit and and you know a fight is on the horizon, but... so is the path forward, so not only do you need to ready your weapons, but you also need to make your choice. ]
Zombie Encounter
Re: Zombie Encounter
Turn in 1: Defend Yourself
Re: Turn in 1: Defend Yourself
Turn in 2: Run for It
Re: Turn in 2: Run for It
Re: Turn in 2: Run for It
Discussion/Mingle
Alley 5
[ suddenly! a chorus of moans sound, echoing in the cramped confines of the nauseating back-alley. the shuffling of feet soon follow suit and and you know a fight is on the horizon, but... so is the path forward, so not only do you need to ready your weapons, but you also need to make your choice. ]
Zombie Encounter
Turn in 1: Defend Yourself
Re: Turn in 1: Defend Yourself
u a zombie
Re: Turn in 1: Defend Yourself
Turn in 2: Run for It
Re: Turn in 2: Run for It
Re: Turn in 2: Run for It
Re: Turn in 2: Run for It
Re: Turn in 2: Run for It
Discussion/Mingle
Alley 6
[ suddenly! a chorus of moans sound, echoing in the cramped confines of the nauseating back-alley. the shuffling of feet soon follow suit and and you know a fight is on the horizon, but... so is the path forward, so not only do you need to ready your weapons, but you also need to make your choice. ]
Zombie Encounter
Turn in 1: Defend Yourself
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Turn in 2: Run for It
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Discussion/Mingle
The Mall
Zombie Encounter
Turn in 1: Defend Yourself
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Turn in 2: Run for It
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Discussion/Mingle
The Combini
[ it's not hard to tell from afar that the convenience store has been ransacked left, right, and center. all of its windows have been broken, meaning there's an abundance of glass shards sprinkled all over the pavement like confetti, so watch your step. on closer inspection, it looks like an attempt was made to barricade the front door shut, but it wasn't nearly enough to stop the hungry hungry zombies™ from breaking, entering, & feasting. ]
[ inside, it looks like the bull from the china shop metaphor dropped by... blindfolded. most of the other shelves are in pieces, but there are a couple that are just fallen or crushed. not that it really matters, because the merchandise is all over the floor. each step is causes an ungodly amount of noise... the crunch of a can, the crinkle of a bag, or the crack of a container. it's a good thing you're not trying to be quie- oh! oh shit!!! ]
[ . . . ]
[ to the back of the conbini is a door that's been torn off its hinges, a couple of damaged planks hastily boarded to the doorway in an attempt to prevent anyone and anything from getting through. they tried, they failed, and they died. blood streaks the floor in a storage room turned office space, a mutilated corpse slumped at a desk with a cracked monitor broadcasting the EMERGENCY ALERT SYSTEM on repeat. though the colorful flashing IS annoying it eventually catches the partially hidden exit sign tucked behind a mountain of cardboard boxes. it does also reveal a figure ( or two or three ) in the hall, so you better get moving. ]
Zombie Encounter
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Turn in 1: Defend Yourself
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Re: Turn in 1: Defend Yourself
hunter injure.
hunter kill.
(no subject)
SCARAMOUCHE WILL REMEMBER THIS
Re: Turn in 1: Defend Yourself
hunter injure.
Turn in 2: Run for It
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Discussion/Mingle
The Tea House
[ The neon lights sputter and flicker on the outside of the tea house - the bright pink letters outside now dimmed to an ominous Alfred's Tea Room. Quaint, really. The thick copper-scented smell in the air doesn't make this place any more hospitable. ]
[ You make your way inside, careful to avoid the bits of broken ceramic and discarded paper cups across a slick and sticky floor. Everyone left here and in a hurry, it seems. The quiet interior is nothing short of haunting with the front counter somehow clean enough to still be accepting orders if there were any customers or staff in the place. Somewhere above speakers crackle with the distorted hints of a festive holiday song that should have been banished from the airwaves forever. ]
[ This place is not defensible and you can still glimpse the flickering lights of the helipad farther into the city. You shouldn't tarry here long. Out the employee entrance is probably your best bet. ]
[ You just might have to deal with the shuffling and moaning from the tea house's last remaining inhabitants to get there. Odds are low that they believe that the customer is always right. ]
Zombie Encounter
Turn in 1: Defend Yourself
Re: Turn in 1: Defend Yourself
Re: Turn in 1: Defend Yourself
Hunter Injure.
Re: Turn in 1: Defend Yourself
Hunter Injure.
Hunter Kill + zombify.
Re: Hunter Kill + zombify.
Re: Hunter Kill + zombify.
Turn in 2: Run for It
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Discussion/Mingle
The Park
Zombie Encounter
Re: Zombie Encounter
Turn in 1: Defend Yourself
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Turn in 2: Run for It
Discussion/Mingle
The Train Station
[ graffiti smearing the production paints the chipped tiled walls of the dark tunnel leading down into the eerie depths of the train station. there’s an abundance of grass growing out of the cracks, the occasional crater completely obscured by the overgrowth, so be very careful, because a sprained ankle will do you absolutely no favors in this zombie infested nightmare. ]
[ the ticket and security booths are at the bottom, an explosion of baggage having sent personal effects of all kinds around the blood ridden terminal. there are also a few bodies horribly mangled in the turnstiles, making it that much harder to get onto the platform, proper. ]
[ when you do finally make it through you're immediately blinded, beams of an intense bright white light shining down the passage as a violent shudder sends dust, dirt, and debris raining down onto your head. a horn sounds, its deafening echo drowning out anything and everything else for a couple of seconds. ]
"████! █a██es ██d ██nt██m██ o█ p██tf███ ██ ma█ █ █av█ █ou█ ██ten█i█n p█ea██." [ a snap, crackle, and pop! as the pa system crackles to life, the buzzing dying down enough to hear the announcement properly. ] "We are sorry to announce that the < Game Start Time > service to < Helipad > has been cancelled. This is due to < Zombie Outbreak >. On behalf of < Imeeji Idol Productions > we apologize for the inconvenience this may cau-"
[ the obnoxious screech of metal on metal interrupts, the so-called cancelled train still en-route to the station, so minding the gap and the some will keep you from getting caught up in the trainsplosion that's about to- KABOOM. it happens fast ( too fast ) but one minute you're on the platform and then the next minute you're on the tracks, staring down ( probably ) train. the dead have risen, summoned by the noise, but the fiery inferno has illuminated the path ahead, so get ready to fight your way forward. ]
Zombie Encounter
Turn in 1: Defend Yourself
Turn in 2: Run for It
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Discussion/Mingle
The Helipad
[ at long freaking last you have finally made it to the helipad, which sits on the site of the ruined game tower. it's a shell of its former imposing self, with tens of hundreds of mangled fragments of debris strewn haphazardly around the area and spattered in a suspicious red paint that marks the site with its trademark "🅗". ]
[ the corpses of the idols that came before you - those who tried and failed - are littered among the rubble, but unfortunately they're not the only ones, which is exactly why you can't stop to mourn. ]
[ that said, the crackling of a battered and beaten ham radio does fill you with DETERMINATION, ]
Pilot: Hello? Hel- Hey! you made it!! [ he sounds delighted for about half a second, because then... then comes the not so good news. ] I- I'm real sorry, but I'm still about ten minutes out, so you're going to need to sit tight until I get there. You got this, I know you do, so give em hell. I'll see you soon.
[ a news chopper ( and your ticket out of this zombie infested hell hole ) is only a few minutes away, making this... your last stand. ]
Zombie Encounter
Turn in 1: Defend Yourself
Turn in 2: Final Destination
Discussion/Mingle