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1038059 No. 1038059 ID: 629f2e

A mystery/horror quest about children uncovering the horrifying mysteries surrounding their small town.

THREAD 1: https://questden.org/kusaba/quest/res/1010078.html
THREAD 2: https://questden.org/kusaba/questarch/res/1019132.html
THREAD 3B: https://questden.org/kusaba/quest/res/1038066.html
WIKI: https://questden.org/wiki/Perpetuity


And again, you see it all play out, reliving the mistakes exactly as you’d made them on that day. The performance of a tragedy...
195 posts omitted. Last 100 shown. Expand all images
No. 1066458 ID: b6ec4d


Ah, you've caught me on misinformation right there. What that really should say is:

Clive: [Quiet] - Clive and those around him move silently. No noise penalty when performing standard movement actions.

What this is meant to apply to would be actions like walking between rooms, moving around inside of one, climbing a staircase or ladder, or even doing these things with a naturally more noisy character such as Albert. It is not meant to apply to interacting with potentially noisy objects, or performing explicitly louder actions such as running. Sorry for the confusion.

Will have a mod correct that attribute later. Regarding this choice however, I will give you a boon to make up for the confusion: Sheppard's next action roll will be done publicly, and with disadvantage. AKA two dice will be rolled, and he'll take the outcome that's worst for him based on what you guys do.
No. 1066494 ID: c49846

C: walk to the East hallway, take advantage of the silent movement. Again, our goal is to meet up with the other team, hiding interferes with that.
No. 1066559 ID: 38349b

B, tired is better than perforated!
No. 1066590 ID: 629f2e
File 168773939918.png - (509.89KB , 1000x1000 , 362.png )

Distance. The more you could place between you and Sheppard, the better.

Clive: “Keep moving.”

You tighten your grip on her hand, and continue running. Your lungs and legs are starting to disagree with you, but you’re able to push their warnings aside and sprint all the way across the room. You’d almost forgotten just how long the area was.

There’s only one path you can take. With no other options, you turn down the East Hallway. Maybe if you keep retracing your steps like this, eventually you’ll just go home and put this whole thing behind you.

Not the time for jokes, you know. It helps to not think about the danger though.

You drag a hand along the wall as you run, though it’s not completely needed this time. You’re running towards the light of the opened door, so there aren’t any worries about crashing into a wall. At least not unless you go past it.

This hall is a dangerous place to stay. If your diversion doesn’t keep Sheppard off your tails, then this is just about the last place you’d want him to catch you. It’s straight with no place to hide, and has some small amount of natural lighting, due to the exit door. Nobody could miss a shot with conditions like that.

Enid: “Stop!”

You’re broken out of your sprint only part of the way towards the hall’s center by Enid tugging you back.

Clive: “We can’t stop here–”
Enid: “There’s a door.”
Clive: “Wh– What?”
Enid: “Feel it!”

She drags your arm back against the wall, and you suddenly feel out the wood grain texture of it. It was surprisingly flush with the wall, with only a very minimal border separating them. Without light, it’s no wonder you managed to miss it. Doesn’t help that both times you’ve been here, you were running for your life.

Enid: “Help me pull it.”

Like some of the other doors you’d found, this one was stuck. Two clean yanks though, and it opens right up into a new room.

And THAT leaves you with a decision to make.
No. 1066594 ID: 629f2e
File 168773959220.png - (1.26MB , 1500x900 , 363.png )

What will you do next?

A: Enter this room
-Sheppard will be likely to miss this room for similar reasons as you
-If Sheppard does notice the door, it’s the most likely place he’ll look

B: Keep moving down the hall
-Which way are you going?
-Leave the door open? It may bait Sheppard into checking that room
-You’re REALLY getting tired. Wherever you go, you’re going to need to take a rest action afterwards.

C: Look and Listen
-Stop and check if Sheppard really is following you or not.
-If he is, you’ll automatically go into the room to avoid being in the hall with him. You will lose some ground that you’d gained.

D: Something Else
-What else could you do from here?

(Until you perform a Look and Listen action and confirm that Sheppard isn’t on your tails, you will assume that you are still in chase.)

No. 1066596 ID: e51896

A Get in there! It's a secret room, so it HAS to have something related to graduation

and NOW it's a standard movement, so the silent bonus will work. going inside will mean he won't hear you entered in here from the other room. plus, he'll either still be in the storage room, or in that previous room you were in, or in the bathroom.
No. 1066601 ID: 73f2e9

The fact that the door was jammed (and hard to find) is a guarantee that none of our friends are inside. I'm going to recommend sticking to our strategy of "keep moving until we regroup."

B, north. Leave the door open, so Sheppard might get distracted. Leave the flashlight off so he doesn't have a clear shot if he followed us into the hallway, plus we move quietly.

Resting in the northeast room is as far as we can physically be from Sheppard, so this is also the safest option.
No. 1066602 ID: 22eda9

Although I do agree that it's better to cover more ground and meet up with the others sooner, being out in the open while fatigued and disoriented seems worse. Plus, if Clive's fatigued, Enid's doing worse.

C + A : Get in, close the door partway, keep an ear out, and close the door sooner or later, regardless if the coast's clear.
No. 1066624 ID: 77626a

A, THEN C. in that order.
No. 1066727 ID: e51896

Just thought I'd make more of may case for A,

I only want to do A and nothing else because I remember asking if we can do two actions, and being answered that doing two actions means they won't be as effective as doing one. I think we'll have a better chance at avoiding the farmer if we just did A and not take risks, and then C next update if we have to.

the thing I worry about doing B and using the door as a distraction for the farmer to enter is that since he probably doesn't know about the room, he might find some stuff that he'll take for himself or destroy to prevent us from discovering something about graduation. Also, we might not be able to enter this room for awhile once he enters.
No. 1066733 ID: 48c015

I recommend entering the room (we might learn something new and very important) and then taking a rest there (we will need the extra energy for what is about to come).
No. 1066795 ID: f99f83
File 168800548356.jpg - (1.34MB , 3024x4032 , 364.jpg )

You can't keep this up. You NEED to stop, and you aren't going to get another opportunity like this.

Clive: "In here!"

You throw yourselves inside, and close the door as quietly and quickly as you can. You slump over, ready to finally relax.


You can't yet. Not until you Know that you're out of the woods.

You hold a breath, as you press your ear to the door behind you, listening closely.

There's silence, just for a moment. And then…

Footsteps. The same thundering footsteps that chased you this far. They weren't passing right by the door though. In fact, they hadn't even reached it. The noise was coming from the South. Seems you'd managed to at least slow him down a little bit, even if you haven't yet shaked him.

You heard Sheppard at the corner edge of the building. You don't doubt that he'll dash through the hall next, but what of the door? Does he know it's here somehow? Could he find it like you did?

You want to keep moving, but… you can't. Your lungs and your legs reject you. You've done too much, and you need to rest.

You aren't entirely out of options though, as you aren't alone. Enid is right there with you, and she's not as winded. While she's still tired from running with such small legs, you've been helping carry her weight by dragging her with you. If you hadn't, she'd never have been able to keep up.

Enid can still move. Should she though?

A: Rest
-Tell Enid to sit down and rest. This'll be good if you need to run again soon.
-Neither of you will be ready if the door behind you opens.

B: Do something
-What should she do? She could try to block the door, turn on her flashlight and start looking around, keep listening for Sheppard, etc.
-Certain actions might make noise, which could give away your position

C: Say nothing
-Let Enid choose for herself.
-Clive may recover a touch more Fear if he picks this.

No. 1066798 ID: 44a1c5

A. Just rest quietly. This door was pretty hard to find and open, and there could have been 3 other known direction shepherd would have to guess where we went even if he found this door. We cant risk having the flashlight on or he'd see the light through the crack of the door, and we shouldnt make any noise like we would by choosing b or c.
No. 1066806 ID: a6000d

A: Agree w/ Above Awesome Analysis
No. 1066847 ID: 22eda9

If you gotta, rest your back against the door.
No. 1067493 ID: 4481aa
File 168895122562.png - (580.93KB , 1000x1000 , 365.png )

No. You may have been helping her along, but she has to be tired too. Short legs and long distances aren’t a nice combo. If you’re going to rest, you may as well do it together. Not like anything you’d ask her to do would really make you that much safer.

Clive: “Sit down and wait.”

She accepts without much argument. The door was to your backs, so if Sheppard enters, that’ll be it.

After a few seconds, you hear him. Footsteps charging down the hall behind you, not hesitating for even an instant. They get closer and closer, your breath quickening as they do. This is the moment of truth!

It’s right behind you, the heavy steps so near that you can feel it in the ground...

...And they keep going. Growing footsteps turn into dying ones, as they get further and further, quieter and quieter... Until you can’t even hear them anymore.

Sheppard had finally lost your scent.

The air in the room softens, as relief washes over you in waves. Fear comes with it, as the adrenaline that had been carrying you wears off, but it’s ultimately a positive feeling.

Sheppard pointed a firearm at you back there. If that situation had played out differently...

-Enid and Clive gain +15 Fear each

-Enid and Clive lose 3 Fear from resting, and then 6 more from out of sheer relief that you got away

-Clive REALLY isn’t doing too hot

Party Fear Levels:
[Clive: 78/100]
[Enid: 47/100]

No. 1067495 ID: 4481aa
File 168895127762.png - (104.32KB , 1000x1000 , 366.png )

You give it another minute at least before you’re both confident he isn’t coming back. Once you’re sure, Enid turns her light back on, giving you a better look at where you’d ended up.

It seems like this is some sort of Break Room. There are Tables to sit at, Cabinets and a Fridge for storing food, and a few simple Appliances. You feel a bit stupid sitting on the floor in a room with chairs, but there’s no changing the past.

There’s a Door against the other wall, to the West. If you had to guess, it probably leads back to that massive room you were in before the chase. You can’t be entirely certain though, given that you couldn’t make out where the back wall of it was when you were there.

Enid stares at it for a few seconds, before turning back to you.

Enid: “...Do you think Albert and Roger might... I mean, if they were there before?”
Clive: “Maybe. If it connects to the hallway in front of the entrance, then Sheppard might be there again.”

You aren’t too eager to chase after anyone else, given that doing so is what led you to Sheppard. Still, what are the chances that they already attracted his attention again?

...Higher than you’d like at least.

Still, What should you do now?

A: Investigate
-Any specific areas you want to look at?
B: Abscond
-Which way? West into an unknown room (probably the massive one from earlier), or East back out into the hall (hopefully Sheppard isn’t still there)?
C: Look and Listen
-Anything specific you’re keeping an ear out for?
D: Rest and Recover
-You could chat with Enid while you do. Anything you’d like to talk about with her?
-You could also look at those papers you picked up.

E: Other
-What else might you do?

No. 1067500 ID: e51896

>Clive REALLY isn’t doing too hot

in that case, D: Rest and Recover
go sit at the table, rest for a bit with Enid. you went through so much scary stuff just then and could have died, you earned a small break.

read those papers you got with Enid too.

and chat with Enid... maybe ask why she's been interested in speaking to or hanging out with you when most other kids are scared of you, for good reason too.

one last thing, eat your ration with enid to help lose more fear. You deserve it.
No. 1067502 ID: e51896

One last thing, before we leave this room at some point, we should check around the area like the cabinets and see if there is a kitchen knife, in case we need to protect ourself, or save someone from Shepherd with. (not now tho, just a future update, we need rest)
No. 1067512 ID: 7ebf00

D, and look at the papers. Also look for a first aid kit; break rooms are usually where these are kept.
No. 1067974 ID: 4481aa
File 168954535376.png - (371.55KB , 1000x1000 , 367.png )

You’ve been pushing yourself this whole time, but the drop in adrenaline is finally enough to make you stop. You aren’t currently in danger, and you don’t think you will be anytime soon. It may be selfish, but you’re taking a break. If the others get into trouble while you’re resting, then it’s their fault. You distracted Sheppard. They should have gotten away or hidden.

Limply, you drag yourself to one of the tables and take a seat. It’s not very comfortable, but it’s a lot better than the floor at least. Enid joins you.

Enid: “It’s good that we got away.”
Clive: “Uh-huh.”
Enid: “...Um, thank you for not running ahead and leaving me behind?”
Clive: “Uh-huh.”

You don’t really feel like conversation, but Enid isn’t taking the hint. She keeps throwing out prodding statements and questions to try and get a real response out of you. Giving her what she wants would be easier, but you just aren’t feeling it right now.

Eventually she stops. It seems like a victory for silence, until she starts shaking your arm obnoxiously.

Ignoring her was now officially too much effort.

Clive: “What do you want?”
Enid: “To talk to you.”
Clive: “Why?”
Enid: “What else are we going to do? It’s just you and me, and I don’t like the silence.”
Clive: “...Fine.”

If you weren’t going to have a choice in whether or not to talk, then you’d at least get to choose the conversation topic.

Clive: “You’ve been weirdly Clingy. Why is that?”
Enid: “What do you mean?”
Clive: “You’re holding my hand a lot, even when you don’t need to. You’re talking to me more than necessary.”
Enid: “I think I’ve just been holding your hand because you were there. I wanted to hold somebody’s, and you’ve been near me all day, so it was yours.”
Clive: “That makes sense.”
Enid: “And what’s weird about talking to you? I’m just trying to be friendly. That isn’t weird.”
Clive: “With me it is.”
Enid: “That’s what the others said too, but you’re just another kid like us, aren’t you? Even if you... did things.”

She goes a bit quiet at that. You take the moment to dig through your pockets and pull out your Ration, a granola bar. Quick to eat, good protein, and a nice flavor. You couldn’t have picked better. You can feel yourself calming down as you eat it.

Enid: “So, did you really almost kill JoJo?”

You inhale an unhealthy amount of granola, and spend the next few seconds coughing it back up. When you’re finished, you glare at her.

Enid: “...Did you?”
Clive: “Yes.”
Enid: “Why?”
Clive: “Who cares?”
Enid: “I do. That’s why I asked.”
Clive: “You barely know her, so what’s it matter? Are you feeling sorry for her?”
Enid: “A little? I don’t know. I know that I don’t really know JoJo, but I kind of know you, so I wanted to know what the truth was about all those rumors I heard.”
Clive: “I attacked her, and only stopped because I was forcefully removed. That is all.”

Her head tilts down a bit.

Enid: “That’s still just what happened. I don’t understand why it did.”
Clive: “It doesn’t matter.”
Enid: “Yes it does. If you just did it for no good reason, then what’s to stop you from doing it again? It doesn’t feel like you will, but if you didn’t have a reason...”
Clive: “I had a reason. You haven’t given me one. Yet.”
Enid: “That isn’t very reassuring.”
Clive: “...”
Enid: “You’re not going to tell me, are you?”
Clive: “I don’t want to think about it.”
Enid: “Because you feel guilty?”
Clive: “It just wasn’t a good time for me. I was dealing with... a lot.”

That was putting it lightly. It was only the night prior that you’d been up late digging Graves in your backyard.

Just... don’t think about it.

You take another bite of your granola bar, savoring the flavor.

Despite the troubling topic, you manage to calm yourself down somewhat.

-Enid loses 4 Fear from resting and the conversation

-Clive loses 3 Fear from resting, as well as an additional 5 Fear from enjoying his snack.

Party Fear Levels:
[Clive: 70/100]
[Enid: 43/100]

No. 1067976 ID: 4481aa
File 168954554878.png - (490.99KB , 1000x1000 , 368.png )

With the conversation clearly over, the only other thing you had to occupy time were the Papers you’d picked up on the floor of the Engine Room.

Clive: “Let me borrow your flashlight.”

Instead of just passing it over, she stands up and walks around the table, pointing it down at the pages.

You had two of them, and their contents were identical.

Clive: “These are Maps.
Enid: “It looks like they only cover the ground floor, but look!”

She points to the small room you hadn’t gone into, which connected to the Storage Room.

Enid: “There are staircases. That means there’s either a floor above this one, or a basement.”
Clive: “Yeah, you’re right. We need to try and check those out soon.”

You should have checked these sooner. You could have progressed a lot smoother if you’d known the layout of the floor. If you’d known about the staircase, you could have tried to lose Sheppard on another floor.

Then again, would you? Once you leave this floor, you would be running blindly. Would you have taken that risk, or would you have come here just like you did without it? Knowing you, probably the option that felt safest.

Enid: “...Do you think Mr. Sheppard has one of these?”
Clive: “Huh?”
Enid: “It’s just... He didn’t check this room at all. He didn’t even slow down and think about it. I don’t think he knew this room was here.”
Enid: “Also, remember what he did at the entrance? He had to shoot the lock open, because he didn’t have a key.”
Clive: “...Of course.”

You drag a hand down your face. Why hadn’t you realized it sooner?

Clive: “He’s a Farmer. Even when this place was operational, he would have never have worked here. His land has probably been in the family for a couple generations.”
Enid: “He probably only knows as much about this building’s layout as we do.”
Enid: “That makes this a huge advantage over him!”

Your optimism isn’t on her level, but you agree that you’ll have a more significant advantage with this.

Ground Floor Map Updated!
No. 1067978 ID: 4481aa
File 168954568550.png - (14.90KB , 880x680 , 369.png )

You’re feeling better than you did before. It’s still awful, but less so. Although you wouldn’t mind hanging around here for a while longer, there’s plenty you could do.

So what’s the plan?

A: Investigate
-Any specific areas you want to look at?
-(The kitchen will be investigated simultaneously)

B: Abscond
-Do you go West into the Turbine Room?
-Or do you go East into the East Hallway?

C: Look and Listen
-Anything specific you’re keeping an ear out for?
D: Rest and Recover
-You could chat with Enid while you do. Anything you’d like to talk about with her?
E: Other
-What else might you do?

No. 1067979 ID: e51896

Did... you just see Enid's eyes for a moment? hmmmmm...

A. Investigate. Yeah, there probably isn't anything much related to graduation in here, but that's not just what we're looking for.

If there is a kitchen, there's bound to be silverware and other kitchen utensils. And if there's utensils, there most likely must be a a knife for us to protect ourselves and the others with. It'll suck if Clive will have to use it against Shepherd, but considering he has a gun, it'll be safer to have one than to not have one and have anyone get shot.

What else to investigate? check for food, like in the fridge or cabinets. Yeah, their expired, but we're not eating them.

What I want to check is the Expiration date on the packaging, that way, we can get a better idea on around WHEN this place was closed down. We already know when it was opened (1959) maybe we'll get more info on the timeline if we find out around what year it closed down. Be sure to look at multiple ones as different foods expire faster.
No. 1067980 ID: 8c944f

A. Agree with this, and also check the manufacturers' labels for the appliances. They'll have warranty info and where/when they were manufactured.
No. 1067981 ID: 38349b

I feel like D

We should figure out if you want to either try to find a way upstairs and see if you can find something while Sheppard is chasing everyone, or if we should try to team up with another group and hand off one of the maps.

You could also do it while investigating this room, look for posters about workplace safety or about required labor laws, a *nuclear power plant* would definitely have something like that in it's breakroom even if it's a *big warning* about what not to do, heck it might even help to point you towards where to go/avoid since you now have a map
No. 1068209 ID: f8083d

A-Investigate the room.
If/when you B-Leave the room, I think that left staircase would be a good destination. The most direct path would be through the turbine room, but be prepared to take the long way around if there's hostiles in there.
No. 1068993 ID: 48c015

Time is of the essence. I recommend grabbing something sharp for protection and going into the basement. We might not find as many documents down there but we will certainly find visual clues as to what happened to make everyone crazy.
No. 1069135 ID: 4481aa
File 169053063159.png - (731.36KB , 1000x1000 , 370.png )

You both agree that it’d be a good idea to check this room out before you leave. You move to the kitchen first, while Enid starts digging through cabinets.

The kitchen is rather small, but it has most of the appliances you imagine people would want. A fridge, a sink, a microwave, a toaster, and even a dishwasher. The only thing it lacked was a stove top, but it was probably more than enough for employees to heat up their lunches.

Curiosity draws you to the fridge first. Opening it winds up being an awful mistake however. The Stench may not have been lethal in the way rotting corpses were, but it was still coming from a sort of death. There was no light when you opened the fridge, nor cold air. The fridge wasn’t powered, and the food inside was Rotten.

You close it fast, but the smell lingers in the air. Would it have killed somebody to clean this out?

...That’s a stupid question, isn’t it? This plant didn’t just stop operating. There wouldn’t be corpses all over the place if that were the case. Something happened here, and this just proves that whatever it was, it left the plant Unsalvageable. Or at the very least, nobody was around to try and make something of what was left. There was no effort to maintain the building or what was inside of it.

Something happened here, and multiple people died as a result. Their bodies were never collected, and the plant was completely abandoned afterwards.

You have the broad scope, but you still need the What and Why of it all.

Something to worry about later. You continue searching. None of the other appliances are housing food, thankfully. In a moment of clever thinking, you get it in your head to check the manufacturer labels for the appliances. The thought that it might help solve your date conundrum occurs to you.

No dice. They’re all from or before 1959. Seems none of them had to be replaced for as long as the plant was active. That, or they came used, so the information was outdated.

Aside from that, there’s only one area of note. When checking the dishwasher, you notice that it had a load sitting inside. No stench, so it must have been run before whatever happened, thankfully. However, among the silverware, one item stands out to you.

It’s small, and has clear rust from being left to sit while wet, but it’s clearly a Steak Knife.

You gulp, reaching into your pocket and gripping your plush toy tightly.

This is a weapon. Even for self-defense, the main purpose of this tool will be to hurt someone. Possibly even...


With significant hesitation, you decide to hold onto it for now.
No. 1069137 ID: 4481aa
File 169053186462.png - (627.64KB , 1000x1000 , 371.png )

You help Enid check the remainder of the break room afterwards, as it’s a larger space with more to examine. It doesn’t seem like there will be anything of note, unfortunately. Much like with the warranties, you run into the same issue when checking the posted required labor law poster sitting above a counter. The information is outdated. It’s not a good source for the latest date the plant has been in operation.

However, it isn’t a total loss. It seems the company did have to update the posters at least once, while the plant was still operation. The latest poster is dated February 4th, 1963.

So the plant was open for almost four years at the bare minimum. You should run that by the others at some point, and see what they think about it.

Enid: “I don’t think there’s anything else in here we need to look at. And if we go out the back, it at least seems... unlikely that we’ll run into Mr. Sheppard again.”
Enid: “I really hope he didn’t just go back there right after we stopped listening.”
Clive: “Same. If we see him, I should be able to run again.”
Enid: “We also have a better map, so maybe we can use that to get away more easily!”
Clive: “Maybe.”

You’re about to place your hand on the door, when the knob twists. Your heart leaps into your throat, expecting the worst. Instead...

Roger: “Hey! You’re okay!”
Albert: “I believe that could have been inferred by the fact that we didn’t hear the sound of any gunshots after they left.”
Roger: “You never know. They could have been strangled or punched out or something.”

...You were face-to-face with two of your missing allies.

Enid: “Roger! It’s so good to see you again.”
Roger: “Same! I really was worried about you. I don’t know if you saw us, but we were hiding in that big room when Mr. Sheppard came in.”
Albert: “It certainly was frustrating. We were present when he found you, yet unable to act without surely sacrificing our own lives. All because of that accursed firearm.”
Clive: “...We got away. It doesn’t matter.”

It would be hypocritical to be upset with them for abandoning you, knowing you’d do the same in their situation. Albert isn’t wrong. Trying to stop Sheppard without a plan really would have been a death sentence for them. Considering the outcome you reached saw nobody die, it’s better for everyone that they left things as they were.

Roger: “I’d like to sit down and share information, but we may want to leave.”
Albert: “That’s right. Somebody was making quite the racket in the Eastern Hallway, and seeing as you two are here...”
Enid: “I don’t think he’ll be able to find this room from the hall though.”

As she explains about the hard to notice door, you consider what meeting up with these two means for you.

- Roger: [Considerate] - Roger is good at keeping the peace, and monitoring everyone’s status. You’ll be made aware what other members of your party want more often while Roger is around
- Albert: [Logical] - While traveling with Albert, you’re more likely to be told the likely outcomes of your options (based on the information you have).
- Enid: [Coercive] - Clive is less likely to ignore the Spirits when Enid is present.
- Clive: [Quiet] - Clive and those around him move silently. No noise penalty from performing standard movement actions.

- Flashlight (Enid) - Necessary for investigating in darker areas
- Flashlight (Roger) - Necessary for investigating in darker areas
- Compass - Grants better pathing and maintaining a sense of position
- Ration (3) (Roger) - Lose more Fear when choosing Rest and Recovery
- First-Aid Kit (Albert) - Allows you to treat mild to moderate injuries
- Ground Floor Map - A map of the Nuclear Plant’s ground floor, found in the Break Room
- Steak Knife - A small rusted knife that you can use for self-defense

You still need to find ‘Bec, and gather enough evidence to convince the other’s you’ve found more than enough before you can leave. For now, what should you do?

A: Abscond
-Nobody wants to go East, so the only acceptable direction is West into the Turbine Room
-Is there a specific location you would like to go to?
-Enid wants to go upstairs to get further away from Sheppard

B: Look and Listen
-Anything specific you’re keeping an ear out for?
-Albert wants to monitor the situation in the East Hall, to track where Sheppard moves next

C: Rest and Recover
-This would give you the chance to catch Roger and Albert up on what you’ve found so far
-You get the feeling that Roger wants to hear about your investigation

D: Other
-What else might you do?

No. 1069139 ID: f8083d

A: Let's investigate upstairs.
No. 1069147 ID: e51896

Oh hey, looks like they found us instead of us finding them. That was a nice surprise and a relief. Good for all of us.

I'm not fully sure, might change vote, but my gut tells me to go with Albert's option of B right now, there is activity going on in the east hallway for some reason, and it's kinda strange Shepherd would come back to the east hallway after we heard his footsteps run far away from here. I'm wondering what that is about and it might be best to do B to understand what the situation is.

Best case, it's Bec, and she is probably taking this opportunity to leave the power plant
bad case, it's Shepherd again for some reason, though silver lining we can figure out where he's going in that case and stay off his trail.
Terrible case: it's Bec getting chased by Shepherd and she's leading him to the east hallway.
worst case: it's more adults entering the power plant.

though my second choice will be A to sneak away from whatever it is in the east. the staircase southward near the storage room is probably the safest route since if we go towards any of the northern staircases, whatever is to the east hallway might see us when we walk past that hall leading to the east hallway.
No. 1069154 ID: 87e33c

I'm torn between C and A

Basically I want us to give them one of the maps and recap that you've only found a corpse and a bunch of papers in the previous rooms.

Albert will get use out of the maps and Roger will likely have a good idea of where to go on this floor for either clues or to snag the others.

I think you and Enid (or if Albert/Roger has another idea) should head upstairs when you can, though. Both to listen to Enid, but also because there might be *light* up there if this place is as fucked up, maybe broken windows, maybe offices, stuff that basic employees wouldn't need to access?
No. 1069237 ID: 4ccaad

Note to everyone, we are past 8 updates.

Something else is wrong here now, something that affects everyone in the building. I suspect it's related to why they didn't come back for the corpses.

sci fi hijinks?
Some kind of spooky monster that goes a bloogy woogy woo?

I'd rather not like to find out, and we should consider coming back for more information later.
No. 1069247 ID: 1eda7d

As much as I want Albert to do the big brain thinking for us, we are nearly OUT OF TIME. We’ll have to get out soon if we don’t want bad things to happen. We can show Albert the map later, and he can piece things together.

Abscond upstairs. A.
No. 1071052 ID: 4481aa
File 169319253687.png - (358.66KB , 1000x1000 , 372.png )

Clive: “Talk later. We should go, before we’re found.”
Roger: “Go where?”
Enid: “Upstairs. Mr. Sheppard hasn’t left this floor yet, so we shouldn’t have to worry about bumping into him there. Not for a while at least.”
Albert: “Hmm, it would be a risky option for him. Leaving the floor makes it significantly easier for us to escape outside of his notice.”
Albert: “What would really be best for him would be to wait at the door, so that there’s no chance of us getting past him.”
Clive: “Yeah. Be thankful he’s not doing that.”

Enid pulls up her map, showing it to the others.

Roger: “The stairs in the laundry room are the closest, but...”
Enid: “It’s also the closest to where Mr. Sheppard might still be.”
Clive: “Then let’s use this one.”

You point to the top-left corner of the map, at the stairwell between storage and the turbines.

Albert: “That does seem to be our best choice. It’s hardly a short walk though.”

He isn’t wrong. Given that you aren’t running (hardly an option with Albert using a cane), traveling that far will take 2 Updates worth of time (assuming you aren’t interrupted).

[ A/N: When traveling longer distances, if nothing notable happens, we’ll skip past unnecessary updates and simply note the time spent ]

Considering that, it would be good to acquire a Second Floor Map sooner rather than later.

Roger: “If we’re going, then let’s go. We can talk and walk, and I think we’d all prefer to put some distance between us and the gun toting farmer.”

The others agree, and so you start moving. After slowly pushing open the door to the Turbine Room, listening for just a moment, you march in the darkness, flashlights off. You know that the door we’re looking for is against the wall, so you just have to keep a hand against it and feel our way there. Nobody wants a repeat of Sheppard walking in while you’re lighting the room up, especially with all the different entrances.

Albert: “There’s machinery up ahead, go around it.”

Albert was in the front again, naturally. You’d probably abandon him otherwise, given his slow pace. You all take the warning, feeling in front of you to get around the metal object, before reattaching to the wall.

It’s hard to keep track of how long you’ve been going for. Without seeing the path ahead, it feels like your understanding of distance has taken a leave of absence. You only recognize that you’ve arrived, because Albert’s cane stops tapping the ground. You hear a door open, and let out a quiet sigh of relief.

Tap... Tap...

It was quiet and far away, and yet it sounded like it had been right next to you.

Footsteps. Somebody had entered the room, from one of the Northern entrances.

You quickly slip through the door with the others, and make sure it shuts behind you as quietly as possible.
No. 1071053 ID: 4481aa
File 169319256176.png - (847.64KB , 1000x1000 , 373.png )

Enid and Roger turn their lights on, confirming that you’re in a Stairwell. There are two doors, the one you came in from and one that leads to the Storage Room; then of course the stairs. There seem to be two sets going up on opposite ends of the room, but it seems likely that they both end in basically the same place.

Albert doesn’t waste time, starting up the closest set of stairs, steadying himself against the wall. You all follow his lead.

Roger: “Hey, Enid, did either of you guys see ‘Bec earlier? After we all split up?”
Enid: “No, I don’t think so. You?”
Roger: “Nope. Think she’s up here somewhere?”
Enid: “That would make sense.”
Roger: “Hmm... Maybe we should prioritize finding her then? I mean, it’s important to make sure she’s safe, obviously, but we could also rely on her investigations.”
Albert: “Excellent point, Roger. We need not waste time examining areas she’s already searched, unless of course we doubt her thoroughness. While I wouldn’t rule that out–”
Clive: “‘Bec is reliable.”
Albert: “Hmm... Well she certainly hides it well, behind that thuggish simpleton persona.”
Roger: “Hey, don’t start with that again. She helped us get in here, remember?”
Albert: “And then cast blame upon us and fled on her own once the unexpected happened.”
Albert: “Frankly, I wouldn’t rule out the possibility that she’s already left.”
Roger: “Aw come on, you don’t really think she’d just ditch us, do you?”
Clive: “...”
Albert: “...Your silence rings quite loudly on this point, Clive.

It didn’t seem quite right for you to speak ill of someone else for potentially abandoning everyone, when you considered doing the same. More than that, it did seem like something she might do. Enid seems to catch your hesitance there.

Enid: “Even if it’s something she might consider, when would she ever make it to the front door without running into one of us first?”
Enid: “Unless she turned around immediately after fleeing, which doesn’t seem likely. Because... Mr. Sheppard could have been coming after her. So she would have kept running.”

It wasn’t air-tight, but she seemed satisfied with it. Roger picks up right where she’d left off.

Roger: “We went North, and they went South. She couldn’t have gone down either of those paths without bumping into us.”
Roger: “And she couldn’t have found the Break Room, because she didn’t have a flashlight. Plus, it was against the wall that she was probably running away from.”
Albert: “She could have used the wall to guide herself while running though. In which case, it’s quite possible.”
Roger: “Maybe, but I don’t think she would. Even if she wanted to use one of the walls to flee, she wouldn’t feel her way to the sides when she was in a hurry, would she?”

Albert clicks his tongue, not having a strong rebuttal.

Albert: “Fine.”
Roger: “Let’s not assume the worst of her when we don’t need to. She’s on our side. Our only enemy right now is Mr. Sheppard.”
Albert: “A salient point.”
No. 1071054 ID: 4481aa
File 169319257536.png - (323.02KB , 1000x1000 , 374.png )

You reach the top floor, and step out into another hallway. There are no immediate doors in sight, but three different directions you can go down.

Clive: “What are we doing?”
Roger: “Like I said before, I’d prioritize finding ‘Bec before anything else. It’d save us some trouble.”
Enid: “Should we all stay together for that? It’d be easier if we went in different directions, wouldn’t it?”
Roger: “That’s true, but we’d be more at risk then, right?”
Albert: “I’m not sure about that. As a collective, I’d think we make more noise and have a harder time going unnoticed than we did in pairs.”
Roger: “Do we really want to split up again though? We only just caught up with each other.”
Enid: “Hmm...”
Albert: “...”

You don’t want to waste any more time than necessary on this choice.

Should you split up?

A: Stay together
-Stick together as a group of 4
-This may cause difficulties if you ever need to hide or flee
-Roger seems to be leaning towards this

B: Split up to cover more ground
-Split up into two pairs
-Do you keep the same groupings as before, or do you want to go with someone else?
-It seems like Albert wants this

C: Stay silent
-Stay out of the decision
-You will recover a bit of Fear for not forcing yourself to choose

Whether or not you do, what do you want to do next?

1: Abscond
-You don’t currently know which way each path leads
-It will be assumed that if you split up, any other groups will go in a separate direction

2: Look and Listen
-Anything specific you’re keeping an ear out for?
3: Rest and Recover
-Any other groups will rest with you, giving you time to catch up on what Roger and Albert have been up to
4: Other
-What else might you do?

No. 1071055 ID: 22eda9

I'd say Split, but have at least one person (if not a whole pair) keep an eye on the stairwell. It's important to know if someone comes up after everyone else, regardless of if it's 'Bec or Sheppard.

It might also be good to agree on some kind of sound or signal to identify "I am here" or "Sheppard is here." while (almost) everyone's still grouped together.
No. 1071056 ID: e51896

A, stick together.

If the decision is to split up, stick with Albert so that you can cancel his noise, and go East with him. Roger and Enid can go south. Not north because there is another stairway there, and we don't want to get ambush. Tell them to meet back here in like, around 10 updates time.

If we leave, go south together.

3. Since we had Clive choose, lets also give him a rest to recover more fear, and get an update on everything now that we're somewhere safer(?) and update them on stuff. Maybe Albert and Roger discovered something.

I want to point out to them the loading area on the map, and how there is a big opening over there which MIGHT be an alternate exit if we can't exit through the east. I'm thinking it's a large garage door for vehicles to exit and enter. The question would be how we could open it. Also, we should tell them about how we found another dead body in the lockers of the storage room. Makes me wonder why they were hiding, and from what. but whatever threat that was in here, it was something that people were not only running from, but hiding from too. Albert might have some better conclusions over this.


2. Listen for any noises from up here. If Bec is anywhere, we might hear her since Shepherd isn't up here yet.

lastly, a thought, if there were noises down east of the break room like Albert claims there was, and we heard someone enter from the north of the turbine room just now, then that could mean that someone MAY have entered the plant if that wasn't Bec making a racket in the east.
No. 1071062 ID: 3be852

Stick together and rest. We just spend like ten billion updates trying to get most of us back together, this eliminates most uncertainty with the tappy tap tap cane and oh no is it a shotgun man or a spiky haired asshole.

Plus if we’re all together we get to utilize all the benefits of people, for example Clive is silent and Enid is a diabolical mastermind who forces us to obey, which is great for Albert and his stubbornness. Stack the buffs!

Tell Albert about the body and use his big brain for something other than insults.
No. 1071076 ID: f8083d

Stick together and start exploring, hugging the north wall.
No. 1071124 ID: 918cdb

Don't you know, you never split the party,
Enid at the back, keep the runners hale and hearty,
Albert right in the middle, where he can give insights,
And you shouldn't have let Becky out of sight.

Staying together and resting for a while in order to catch up with each other would be the best idea.

Afterwards, we should move east, since that's the direction with the direction that has the most rooms.
No. 1087070 ID: 0ce5cf
File 171134635486.png - (467.70KB , 1000x1000 , 379.png )

Roger: “Let’s just stay together for now, okay?”

Enid nods, while Albert reluctantly agrees.

Albert: “We can at least take a moment to trade information then.”
Enid: “Why don’t we sit down here and talk? That way if someone comes up, we’ll hear them since we’re by the door.”
Roger: “Good call. Here, I have everyone’s snacks too. Let’s eat up while we’re together.”

You watch as everyone settles in, taking seats while Roger passes out snacks. He’s very deliberate about handing Albert a bag of pretzels, as he apparently had multiple food allergies to consider.

You sit right in front of the stairwell, only half-listening to the discussion so that you can keep an ear out for footsteps. There isn’t anything worth hearing anyways.

Roger: “...and if you hadn’t come in when you did, I think we might have lost him. Sorry about that, we weren’t trying to tag you in or anything.”
Enid: “Don’t worry, I get it. You didn’t have any other options, and you didn’t know we’d be there.”
Albert: “I’ll have to be more careful about attracting unwanted attention. Although it’s difficult when my options are not making noise or being able to walk.”

Those two had very little to report. They’d been chased through each room by Sheppard, until we took the heat off of them. After that they rested up and began exploring the Turbine Room. They found you both shortly afterwards, having discovered the door.

Your own discoveries hadn’t been much better.

Enid: “...and when we got it open… a dead body fell out.”
Albert: “Another one?”
Roger: “Jeez… What happened here?”
Enid: “It’s bad enough that they were dead, but why in a locker? The body was all twisted and… and just awful to look at! And the smell was enough that Clive vomited.”
Roger: “Really?”

He looks at you, like you’re some kind of spectacle. “The amazing boy who doesn’t do well with corpses” or something. After a few seconds, you glare back to make him look away.

Albert: “The body in the locker, could they have been Hiding from something?”
Enid: “Something?”
Albert: “The simplest explanation would be another person, although I doubt some would-be mass murderer could just waltz straight in without being caught by security.”
Roger: “Maybe it was another employee then? Something happened, and they just started killing people.”
Roger: “Security is usually meant to keep people out, so an employee already inside could probably get a few kills in before they catch up.”
Enid: “And they just left the bodies?”
Albert: “It has to have something to do with the plant shutting down, otherwise they’d have to be removed to continue operating.”

It wasn’t clear yet, but some of the elements are starting to come together. It’s a step in the right direction.

Sitting down and talking has helped you all calm down some.

- Clive loses 5 Fear from resting and staying out of the conversation

- Albert, Enid, and Roger loses 4 Fear from resting, and an additional 5 Fear from enjoying their snacks

Party Fear Levels:
[Clive: 65/100]
[Albert: 58/100]
[Enid: 34/100]
[Roger: 35/100]

No. 1087071 ID: 0ce5cf
File 171134638207.png - (536.34KB , 1000x1000 , 380.png )

As the conversation dwindles, and it seems time to leave, Albert speaks up.

Albert: “So, what are we going to do about the gun-toting farmer chasing after us?”
Roger: “What do you mean?”
Albert: “Avoiding him has made sense so far, but that isn’t an acceptable long-term strategy.”
Albert: “Even if we get out without running into him again, I would argue that we’d only be delaying the inevitable.”
Enid: “Why is that?”
Albert: “Because he’s seen us now. Or more accurately: You and Clive.

THAT gets your attention.

Clive: “What?”
Albert: “Sorry, did you forget the part where you pointed a flashlight right at him back in the Turbine Room?”
Albert: “Did you think you wouldn’t be illuminated while holding onto it? If you saw him, he almost certainly saw you.”
Roger: “...Oh my goodness, I never thought about that.”
Albert: “He was always a room behind us for our chase, so we haven’t been seen. It would have been fine if he only knew that some kids were here, but not which ones.”
Albert: “But that isn’t the case anymore. Now, even if we leave, I don’t see any reason Sheppard won’t just come into town and identify you there.”

The group falls silent, the other two clearly stunned by the revelation. You clench your hands into fists, hoping it’ll stop them from shaking from nerves. It doesn’t.

Clive: “...What can we do?”
Roger: “I… I don’t know.”
Enid: “Maybe we could change our appearances? You could straighten out your hair, and I could ask the Fosters to cut mine. Maybe we could wear different clothes–”
Albert: “Or we could Kill him.

Your breath hitches, as Enid and Roger stare at Albert in befuddlement.

Albert: “...Why leave any uncertainty on the table? A corpse wouldn’t be able to tattle on us.”
Roger: “Albert you can’t be serious. We can’t– why would you even think that!?”
Albert: “What, because it’s immoral? It isn’t like he hasn’t been chasing us around with a firearm.”
Roger: “That’s– This is Aiden’s dad we’re talking about! And we don’t even know if he really saw anything, this is all a big ‘maybe’.”
Roger: “You guys ran away really quickly, and he was in the dark before you pointed your light at him. His eyes might not have adjusted to the light before then.”

A salient point that might have shut down the topic, if not for the severity of the worst case scenario. With the stakes as high as they are however, neither Roger nor Enid seemed entirely swayed by the idea.

Enid: “...Do you think he’d kill us?”
Albert: “He’s certainly equipped for the task.”
Roger: “H-He could have just brought that to get through the door. Or maybe he didn’t know we were just kids? ‘Bec was with us, and she’s taller.”
Enid: “Even if you’re right, does it even matter if he’d still tell everyone we were here? We still don’t know what Graduation really means.”
Enid: “If graduating means dying, then he’s still a killer. And if it’s him or us…”
Roger: “We… We almost never see Aiden’s dad. If we went with Enid’s idea, he wouldn’t be able to recognize them.”
Albert: “Perhaps, but his descriptions could still give them away. Either way, it would still be putting Clive and Enid’s fates up to chance.”
Enid: “...Clive, what do you think?”

Their eyes land on you, finally noticing your silence.

Albert isn’t wrong. You don’t disagree with him at all, and you hardly share Roger’s sympathies for the man, considering his likely shared culpability in the town’s conspiracies (He wouldn’t be trying to chase you all out if he didn’t want to hide what was here). Sheppard deserved death.

You could say that. It would be easy, and from what Enid said she may agree, forming a clear majority opinion. Roger may have misgivings, but you don’t think he’ll fight the group if you’re all of the same mind.

But Albert is the one who brought this up. Albert probably has opinions on how to, or more importantly, Who should do the deed.

He obviously can’t, not with his condition. Enid is too small and Roger is too compassionate. Short of finding ‘Bec, there was only one obvious choice. The only person who claimed to have experience.

Albert: “...Did you have something to do with it?”
Clive: “...Yeah.”
Clive: “I did it.”

It’s your own fault. You told him he was right to make him stop digging, and now he expects you to play the role of experienced killer.
No. 1087072 ID: 0ce5cf
File 171134639584.png - (526.47KB , 1000x1000 , 381.png )

Enid: “Clive?”

You open your mouth to say something, when you hear a muffled sound behind you.

Tap.. Tap.. Tap..

Behind you, through the door. The sound is coming from the Stairwell.

Someone is coming!

Which way do you go?

A: North
-You can’t tell from here if there are any good rooms you can duck into, which could get you shot if it’s all a straightaway
-Impossible to lose anyone, flashlights or not

B: South
-Seems to be the same hallway that goes North, but you’re much closer to the end on this side
-There are rooms to duck into and hallways you can run down, but without flashlights on there’s a 1 in 3 chance somebody gets separated from the group

C: East
-A middle-ground between North and South’s benefits and downsides. Somewhat long hall with a few rooms you can duck into.
-With flashlights off, 1 in 6 chance somebody gets separated

D: Stay put and ambush them
-You have the initiative, will you really get a better opportunity to strike than now? If you can disarm Sheppard, he becomes far less of an issue.
-There is a chance you get shot and die if this is Sheppard, which isn’t great.
-Chance varies greatly depending on how many other kids participate in the ambush. Currently, you don’t have time to take opinions or encourage participation
-’Bec has yet to be accounted for, so this could be her. Jumping your friends is considered rude.

Also, does Clive give any directions regarding flashlights (or anything else you might want him to quickly say), or does he let the others decide themselves?

No. 1087073 ID: e2839f

D stand by the staircase and get ready to tackle

Have someone flash the lights as soon as they round the stairs, best case scenario it's bec and she's annoyed, worst case scenario you try to knock the guy off his feet and make him drop the gun, maybe struggle for it.

It's either you go for an escape or hope he didn't see you.

Plus, if they flash whoever climbs up the stairs, it'll distract them so you don't get shot. Might be good to reccomend whoever flashes the light hide behind something.

So you should probably point to someone with a light and tell them to flash the light on the stairs from "over there" a spot with some cover, and get in tackle position on the dark side of wherever it lands and hope for the best
No. 1087076 ID: 7c55ad

I say B south,

and keep the flashlights on. It should be the safest route to have our flashlights on in fact because the shine from the light won't be seen and obstructed by the wall going that way, as the farmer will have to move west and look south in order to spot you. in contrast, If we had the light shine while going North or East, he would immediately see it by simply turning his head to his right, or catch a glimpse of the light in the hallway leading north in front of him after entering.

Going south with the flashlight should give us a window of a chance, but only a small one if he decides to go West immediately. So be sure you all enter the first door you all see as fast as you can.
No. 1087100 ID: d36f4c

B- south. Ambushing is madness, even with a steak knife and two flashlights. We won’t be able to get everyone on board with the ambush without some serious convincing, and neither Albert nor Clive are great at that. Enid or Roger would need to push the others to join in, and they haven’t thrown their weight behind that idea. We’re not gonna have the greatest odds for success, which is what we’d need to take on Sheppard with this crew of kids. He could easily solo us if we have no prep.

B, but have Enid flash her flashlight every 30 seconds to keep the group together. Don’t keep it on constantly. Roger and Albert have experience staying together, so give them that brief light to follow so they stay with us.
No. 1087113 ID: b3eab7

I wanted to agree with >>1087073, but since there are now contradictory opinions, let's not. Indecision is fatal here.

This seems a good strat to go with it.
No. 1087428 ID: 056492

rolled 3 = 3

"Periodically flash your light instead of just keeping it on" is a rather complex direction to give in such a limited window. As such, we're going to make a few rolls now.

The first, and possibly last, is to determine if Clive successfully relays that information. If he succeeds, no further rolls will be necessary.

On a 3, Clive successfully gets his point across. 1 and 2 means he fails.
No. 1087490 ID: 056492
File 171185820309.png - (358.26KB , 1000x1000 , 382.png )

Clive: “Someone’s coming.”

The hushed warning puts everyone at attention. It’s time to go, now!

Roger and Enid pick up their flashlights, and for a split second you can feel the internal debates they’re having. Light or no light? You don’t know the area and would prefer to see where you’re going, but you don’t want to give away your location…

Perhaps the suddenness of the danger muted your normal anxieties, because in that moment you managed to give out an order. You grab Enid’s hand, and she turns to face you.

Clive: “Enid, flicker your light on and off periodically.”
Enid: “O-Okay.”

There was no argument. Roger lowered his own light, focusing on helping Albert move quickly. Despite everything, you can’t help but feel a twinge of pride in yourself.

-1 Fear [Clive: 64/100]
No. 1087491 ID: 056492
File 171185823779.png - (1.35MB , 1000x1000 , 383.png )

You start running, taking a left and heading down the Southern path. It doesn’t go far, and in seconds you’re swamped with choices.

Two halls lined with Box-like rooms greet you, going down further than you can see. They don’t have doors or roofs, which doesn’t make them seem like ideal hiding places.

To your right, you see Bathrooms for both sexes available. Those have doors, though you can’t tell if they’re single-use like the ones at home or some stores, or have multiple stalls like the ones in school.

As you’re processing the options, one additional door stands out, sending shivers up your spine for a moment. You realize that you’d seen the door before, when you’d reached the top of the Stairwell. It was another entrance.

AKA, another potential exit.

Before you can warn anyone, you hear the creaking sound of a door opening. Your heart rate rises, before a hit of relief fills you. The door you’d noticed was still shut.

The relief lasts but a moment, as you’ll be exposed in seconds if you don’t move from where you’re standing.

Where will you go?

A: Hide in a cubicle
-They don’t feel very secure
-There are many of them, so a pursuer probably wouldn’t check them all
-Which one? (Numbered on the map)

B: Hide in the bathroom
-These feel more secure, as they at least have doors
-If a pursuer goes into the wrong one, you have a chance to escape
-Which one (Numbered on the map, 1 is the Men’s 2 is the Women’s)

C: Go into the stairwell
-It’s the most unlikely place for a pursuer to check
-It’s a bit far. You’ll have to either dash for it (noise risk), or risk being seen if a pursuer comes this way

D: Keep going down one of the halls
-Put distance between yourself and any pursuers
-Your location will be given up to anyone nearby performing a Look/Listen action

E: Turn your light off and stay still
-Without a light, a pursuer won’t perceive you unless they move closer
-If caught, you will be very much out in the open

No. 1087501 ID: 7c55ad

Pretty hard to investigate with Shepard possibly up here. Might have to find a way to deal with this soon...

I'm not voting just yet, but for now, I do have some kind of plan right now and want other people's thoughts: This... looks like it might actually be good place for setting up a trap, or to see if this is 'Bec

My idea: Enter A2 or A3 cubicle. but before you do, place Enid's light on the floor in front of the entrance to the cubicle, and facing west with the light on.

afterwards, after you enter one of those cubicles, get your knife ready and wait at inside by the entrance of the cubicle in the darkness. If whoever is up here comes this way, they will easily see the colored light from the flashlight, focus their attention on it, and most likely head towards it to pick it up. The light of the flashlight should be able to give you an idea of who shows up to investigate. If it's Bec, we'll greet her. If it's Sheppard, he will likely grab the flashlight before doing anything else as he is wandering in the darkness right now and will need a flashlight to help him. In that moment, charge at him with the knife and stab him while he is focused on the flashlight and picking it up. He won't have time to react...

the reason why I chose Enid's flashlight: I think Bec would be more likely to come this way to a colored flashlight because she most likely will know it's us because of it being colored and won't run away.

Again, I'm not voting, only want to hear what others think if this is a good idea. Otherwise, I'll pick a location to hide later.
No. 1087508 ID: 75b262

We don’t have a lot of time, and Albert isn’t the most mobile with his cane, so C is out.

E gives up the initiative, and only benefits us if time is on our side, which it isn’t. E is out.

This leaves the choices to hiding, or moving. We have NOT seen Sheppard use a flashlight, so unless he changes tactics, he will be relying on sound to chase us. Noise is bad- the more noise we make, over a longer period of time, gives him the best odds of finding us.

Regarding the likelihood of Sheppard using a flashlight: it’s low. If Sheppard changes tactics and uses a flashlight (which we haven’t seen), he gives away his position and likely can’t use his shotgun for a bit, since he would need both hands to use his shotgun, AND would need to wait for his eyes to readjust to the darkness. This would be a terrible move on his part, and would make him vulnerable to ambush.

That means, counterintuitively, the best way to hide from Sheppard is to go the shortest distance (making the least noise) and pick a place to hide that (1) would need visual inspection to find us in, and (2) makes the least noise to hide in.

That means bathrooms, which have doors, FEEL secure but are actually LESS secure.

The best choice by a mile is to hide in the cubicles. This benefits from our relatively low FEAR except for Clive, but he’s a trooper and we’ll just have to trust him not to panic.

So, which cubicle? Sheppard will be expecting us to escape, which is what a bunch of panicked kids would do. So once he figures out we aren’t running for the stairwell or running down the halls, he’ll LISTEN and find nothing- which means we’re hiding. He’ll probably check the bathrooms (since panicked kids would hide there), or the cubicle closest to the exit. Then, he’ll find nothing, since we’ll actually be hiding in cubicle A1 on the other side. With Sheppard finding nothing and hearing nothing, he’ll have no leads to go on. He’ll have no choice but to wait a long time and listen, and he’s hyped up on adrenaline having shot at us. I doubt he’s patient enough to wait us out thanks to the fact that there’s ‘Bec around here somewhere and he’ll also be listening for her. Finally, he’ll be making more noise than we will be, Mr. Tap Tap Tap, so as long as our FEAR levels are okay we’ll know when he moves on.

The closer we are to danger, the farther we are from harm. I wholeheartedly vote A1.
No. 1087571 ID: 96112b

Poltergeist's suggestion seems sound, though I would like to add the following:

Have all the kids except Rodney hide in room A3 while Rodney, being the fastest, puts Enid's flashlight on farthest hallway (D1), just turning the corner, with the light pointing upwards at the corridor. That way Rodney can see who is coming while peeking from the door of room A2.
No. 1087572 ID: 056492


I'm gonna assume you mean Roger, lol.
No. 1087583 ID: 7c55ad

Finally gonna vote. I'll go with Donut's plan (without doing the flashlight plan)
No. 1087670 ID: 8f9bc4

Sheppard is just lonely. All will be forgiven if you go up to him and all give him a big group hug, and remind everyone what day this is.
No. 1088359 ID: 056492
File 171264262742.png - (669.74KB , 1000x1000 , 384.png )

You don’t have time to overthink this. You run into the nearest cubicle, and the others follow suit.

Enid turns off her light, and the world goes dark. The only sound you hear for a moment is your own breath. The others settle in, pushing themselves further into the darkness of the space. You stay by the door, wanting the best vantage point to hear if anyone approaches.

From the silence… footsteps. Small repetitive taps, echoing closer and closer with each repetition.

One… two… three… Tap… Tap… Tap…

They stop, neither close nor far from your hiding place. For what feels like a full minute, it’s quiet.

With only a quiet noise of shuffling as warning, the world lights back up. Your eyes go wide, as a beam passes through the doorway.

They’d turned on a Flashlight.

The beam gets brighter as it approaches. It doesn’t stay fixated on the cubicle, moving back and forth as the person moves, as though they were examining their surroundings. The sound, however, is consistent. It only gets closer and closer with each step.

Tap… Tap… Tap…

The footfalls play through your head, as you come to a harrowing conclusion.

This isn’t ‘Bec.

Tap… Tap…

Your heart rate picks up. The sounds of unfamiliar breath fills your ears, as the figure draws nearer. They could be on you in seconds.

They might stop. Turn around, head in a different direction… Or they won’t. By the time you know which they choose, it’ll be too late.

No. 1088360 ID: 056492
File 171264265271.png - (907.70KB , 1000x1000 , 385.png )

They’re in front of your cubicle. Decide now.

A: Act now
-What will you do?
B: Wait
-They’ll turn around… They HAVE to

No. 1088363 ID: 75b262

A: Act.

The action is… be prepared for one of Clive’s companions to grab his hand for reassurance. It might be Enid, or even Roger. You never know who with high FEAR turns to the biggest, scariest kid for help.

Don’t do anything but be ready for a kid with high FEAR to do something that might spook you, Clive!
No. 1088365 ID: 273c18

Holding a flashlight means not holding a shotgun.
A: rush them. Tackle, trip, delay, steal the flashlight and shine it in their eyes. Buy time for everyone else to exit the cubicle so that you can all escape. Or you could all just mob the adult and beat the living shit out of them.
No. 1088481 ID: 8cda8e

Just some thoughts

I really dont think this person is Sheppard. Sheppard never was shown to have a flashlight, and I think the thing that has happened that nobody in the building will like after 8 updates >>1063666 is actually whoever this new person might be.

After all, a little after around 8 updates happened, Albert mentoned hearing some noises in the east hallway when we reunited with him. And we didnt really make any noises in the east hallway. On the 8th update, we literally just entered the cafeteria. Perhaps that noise alber heard was somebody logging into the nuclear power plant, and they may have spotted Sheppard (What coincidental timing that was if true)

Now heres my other thoughts in what is going on in this latest update.

>The only sound you hear for a moment is your own breath. 

Clive's breathing is probably causing noise

>They stop, neither close nor far from your hiding place. For what feels like a full minute, it’s quiet.

They are stopping to listen for us.

>The beam gets brighter as it approaches. It doesn’t stay fixated on the cubicle, moving back and forth as the person moves, as though they were examining their surroundings. The sound, however, is consistent. It only gets closer and closer with each step.

They heard you breathing heavily and are heading in the direction, examining where they heard the sound.

Considering whoever this is is somebody neither us or Sheppard wants in here, they could be pretty dangerous and we might need to be ready to act, especially since Clive knows this isn't Bec.

A. Quietly stand up and get the knife ready (try not to show the others if you can help it, but dont worry if you cant) and be ready to charge at whoever enters this cubicle with the knife as soon as they enter. You should have the advantage of having the sneak attack once they enter as they wont be prepared for you attacking from around the corner. They probably would have time to react however if you just run out of the cubicle and charge at them as they have the flashlight around your direction.

If they dont enter however, you can rest easy (though that would mean they are actually going somewhere with a purpose, in which case we might have to take note of where they are heading and what they are trying to get up here)
No. 1088482 ID: 8cda8e

>Or you could all just mob the adult and beat the living shit out of them.

Just remember, Clive has trouble conveying his ideas to others. He might not be able to tell everyone his plan to attack the person together.
No. 1088490 ID: 382635

I think you should [ ACT ] and prepare a kick to whoever walks by, if they walk by, you'll get them in the shins/ankles.

It's safe to say that if it's not bec, and everyone else is here, that it'll be no good if they see you. If they drop the flashlight, you can followup with taking it and running, if they don't then I guess you'll have to commit to tackling them and hope the others help.

It's not a great feeling to have to be the one to take a stand, you can only hope the others don't lock up in fear.

Maybe grip Enid's hand before you do it as a reflex?
No. 1088554 ID: 056492

rolled 1, 3, 2 = 6

Get ready, we're about to engage in some serious die rolling.

You have chosen to ambush the unfamiliar figure, and we are going to determine now how that goes for you. Before we can have you square off to see who rolls bigger though, we have to determine a few bonuses and penalties that may or may not be working in Clive's favor.

Will Roger help? (+3)

If Roger notices Clive preparing to strike first, he may choose to assist. He has some reservations on hurting people though, and he's generally just scared of Clive. Especially in such a small window to act, he has a lower chance of gathering his nerves to support. 1/3 chance of success, this roll will succeed on a 5 or 6.

Will Enid help? (+3)

Enid has tucked herself away under a desk a bit far from the door, so even if she notices you getting ready to act, she may not reach you in time. Also, she's small, so the amount of help she can offer is limited. Absolutely no qualms about fighting though, so Enid will at least try. 1/6 chance of success, this roll will succeed on a 6.

Does Clive have the nerve? (+0, -2, -4)

Due to adrenaline, and the brief window not giving Clive the chance to overthink this, you're going to be spared Clive failing to perform your suggestion. On a low roll however, his nerves will get to him, and his chances of success will drop. It would be a plain 50/50, but thanks to Enid's [Coercive] buff, Clive is a bit more in control of himself. 4/6 chance Clive avoids a penalty. On a 2, Clive gets a -2 penalty. On a 1, Clive gets a -4 penalty.

We will apply whatever bonuses or penalties we roll here to the following roll-off.
No. 1088555 ID: 056492

rolled 3, 9 = 12

Yikes. Looks like Roger and Enid won't be any help, and Clive's taking a -2 from nerves. This isn't looking great, but the dice may still pull through for you in the end. Let's compare buffs with your challenger. Let's start with Clive's:

- Your ambush is going to catch the unknown individual off-guard. +3
- Clive's steak knife, while a bit small and unsuited for combat, is still a lot better than fighting bare-handed. +3
- Penalty from Clive's nerves. -2

Total: +4 for Clive

Now for the challenger:

- Size advantage. Clive is about to charge at an adult, and success will not come easy. +5
- The unknown adult is holding a flashlight. It isn't a metal military-grade one or anything, but it can still be used as a bludgeoning tool. +1

Total: +6 for the adult.

Alright, with all of that set-up done, let's talk outcomes. So long as Clive's total is bigger than the challenger's, Clive will succeed, full-stop. If Clive shoots under his opponent though, then we're going to look at one additional threshold.

If the adult wins by 1-4, they'll achieve a Mild Success.
If the adult wins by 5+, they'll achieve a Major Success. This will come with additional Bad Things that you do NOT want.

If Clive and the adult tie, then the next update is gonna be a little awkward. Let's hope for a more firm result one way or the other.

With all of that said: Let's roll two d10s to determine our victor. Remember: (because I won't be able to add them automatically without doing a separate post) Clive gets +4 and the Challenger gets +6. The first number will be Clive's, and the second will be his Opponent's

Do you feel lucky?
No. 1088556 ID: 056492

Clive: 3 + 4 = 7
Opponent: 9 + 6 = 15

Your opponent has scored a Major Success. Consequences will be revealed next update.
No. 1088573 ID: eb0a9c

>Crit Fail
Suddenly, Clive began uncontrollably dancing!
No. 1089281 ID: 9f0264
File 171366338526.png - (179.39KB , 700x1300 , 386.png )

Your grip tightens around the steak knife in your pocket, as you silently rise to a standing position. You aren’t just going to sit around and let whatever happens happen. Whoever this is, they’re not going to get the jump on you. Not if you strike first.

You… You’ll even Kill them if you have to.

That’s something you can do, right? It’s something you have to, whether you’re ready or not. After this person, it’s Sheppard next, right?

Somebody has to do it, and you can’t expect the others to take up the slack. You forced that role onto Rodney too many times, and now there’s nobody left to lean on. You’re going to have to do your own dirty work.


Your heart beats at a million miles a minute. The grip of the knife feels nonexistent in your palms, as though you’d dropped it. You have to glance down to confirm it’s still there.


You don’t want to do this.


A shoe crosses the boundary into the cubicle. You can see a hand holding a flashlight start to peek through the doorway as well.

In a rush of adrenaline, you charge forward and whip your knife ahead, slashing the air.

You miss. An early swing means the air is all that you cut.

In that instant, before your would-be-victim responds, your eyes hover up their body. The clothes, the hair, there was something all too familiar about it. Who was this person again? You know you saw them…

Ah, the Toy shop owner, that was it. You’d seen him just a couple hours ago. No wonder you recognized him.

He has no firearm, blade, or other sort of weapon. The man isn’t holding anything but a flashlight.

So naturally, that’s what he hits you with.


The metal crashes into your skull. There’s a splash when it happens, surely a cut to accompany the bump. Your body barely registers the pain. A numb sensation spreads from your head down your body, eventually reaching your legs. They give out under you, making you fall back on your butt.

There’s talking. People are screaming, others are trying to say things to you, but the sounds are too far away to hear. Your ears feel like they’re miles away from you.

…You failed.

Not like it’s a surprise, it was inevitable. Your mistake was trying in the first place. What were you hoping to achieve, anyways? To protect yourself and the others? That’s not you.

Always the Burden, never the shield… That’s how it’s always been.
No. 1089284 ID: 9f0264
File 171366350311.png - (104.86KB , 1000x1000 , 387.png )

If not for the red staining everything, you could honestly believe they were only sleeping. A peaceful slumber that you would have no reason to intrude upon.

No… that wasn’t entirely right either. The hilt of the knife sticking up from your father’s chest would have given it away too. You wonder if you should take it out or not.

It’s not the first question that came to mind, but it was one you could imagine finding an answer to. The larger questions hanging over the scene felt impossible to explain.


You hear Rodney sniffle. He’d been crying since before he’d woken you up.

You aren’t sure why he bothered. What were you supposed to do about this? You’re his older brother, and you always try to watch out for him where you can, but this?

This was so far beyond anything you’d even seen in your worst nightmares. What were you supposed to do?

Clive: “Why?”

The word comes out roughly from your dry throat. You needed a drink, but anything you try to put down now would come right back up. Your dinner had already found its way to the floor, it hardly needed siblings.

Why? Why what? Why did this happen? Why were your parents dead? Why now?

No, there was only one version you’d meant.

You step backwards through the doorway, unwilling to take your eyes off the scene. You glance down at Rodney, sniffling in front of the door’s frame, unable to look inside.

Clive: “...Why did you do this?”

No. 1089286 ID: 9f0264
File 171366355626.png - (57.57KB , 1000x1000 , 388.png )

He peeks up at you, terrified eyes meeting yours. He has to wipe them on his sleeve. His hands… were red.

Rodney: “...I didn’t want to lose you.”

No. 1089287 ID: 9f0264
File 171366357992.png - (261.44KB , 1000x1000 , 389.png )

Your head throbs with pain, as you fade back into consciousness. The first sight you’re met with are a pair of glasses, which you realize to be Albert’s. It takes you a moment to realize that he’s wrapping something around your head, either a cloth or a bandage. It makes sense that he of all people would know what to do about a head injury, given his being on the receiving end of one all-to recently.

There’s noise. People were talking– yelling? What is the commotion, and why aren’t the others trying to stay quiet?

You try to sit up, only for Albert to push your head back down. He says something, probably telling you to sit down and let him finish. You still try to twist your head around for a better angle.

The owner of the toy shop, he’s still there. He’s saying something to Enid, and she’s talking back. Neither of them seem happy. Roger seems to be hovering towards the sides. He’s shaking, and trying to get a word in, but every time he speaks the man seems to shout him down. You try to focus on what they’re saying. It’s quiet, but you can sort of make it out…

Man: “–quiet! You don’t know what you’re asking!”
Enid: “Then tell us! What’s here? Why shouldn’t we be here?”
Man: “Stop. Digging. You already know more than you should, do you want them to take you?”
Enid: “Do you? That’s why you came, isn’t it? To check if I needed to graduate too?”
Man: “Wh– No! I-I wouldn’t– Fred never wanted…”

He groans, running a hand down his face in frustration. It’s not the usual exasperation you’d expect from an adult having to deal with kids he doesn’t care about. It’s… more desperate and fearful.

Man: “W-We can’t stay here. Sheppard already knows you’re here, you know that? If he finds you, I can’t– he’ll kill you.”
Enid: “No, not until Clive is better. Then we’ll decide if–”
Man: “We’re going, now.

You know what he’s going to do before it happens, but you’re too slow to stop it.

His hand shoots forward and clasps around Enid’s arm, dragging her towards the cubicle’s exit. She’s shocked, and clearly tries to fight back. Her attempts are pitiful.

He’s trying to take Enid away, and if you don’t do anything, he might succeed.

What do you do?

A: Shout at him
-What do you say?
-Are you trying to distract him, convince him not to leave, call out to ‘Bec for help, etc.?

B: Get up, and force him to let her go
-If nothing else, you feel more confident that the others would help you this time
-You don’t know where your steak knife landed, but Albert’s cane is right beside you if you really need a weapon

C: Get Roger or Albert to stop him
-Who do you talk to?
-Albert’s right beside you, whereas Roger’s a few steps away. You either have to shout to Roger, costing you valuable seconds, or rush to his side to whisper a command

D: Nothing
-It’s what you’re best at
-Your head hurts
-One of them will do something. Probably Roger, once he wipes that dumb look of shock off his face

…Oh, and one more thing.

Failure at this junction will result in your one Safety Net being used up, to prevent an unwinnable scenario from occurring. If Enid is dragged out of sight by this man, that will count as failure.

No. 1089289 ID: 382635

You're being tended to right now and likely have a concussion, so likely anything you do will just be fucked up, so do what you're good at other than nothing, making a scalding remark.

"Yeah, sure, let the guy who runs the toy store take the girl away, that will end well."

This should be loud enough that either Roger hears it, or Albert hears it and then says something anyway
No. 1089291 ID: fc100b

D. Rest and recover, diplomacy isn't Clive's strong point.

A will probably draw Sheppard to us... but it might spook this guy, who clearly doesn't want Sheppard here. Still, I don't like risking it. That would just encourage him to drag Enid away over our objections. So DO NOT PICK A.

Also, violence or struggling will also reinforce his position, and make Clive more tired. So D is the best option.

C is bad because we're on bad terms with Roger, and Albert is terrible with diplomacy too.
No. 1089295 ID: 2fe86a

Considering the two points mentioned before and after our options (If nothing is done Enid is taken away, and Enid being taken away means failure), I can't fully get behind the idea of "Doing Nothing."

There's too many potential points to consider. How and why is Giovanni here? Did he put a tracking device inside one or more of the toys? Even though he and Sheppard are in theory not of aligned interest, it's still a failure either way if Enid is caught by either, which is weird to me.
One choice is death- is it the same for the other, as well?

In my head, B is the option that would be chosen if we didn't exist; a necessary use of violence.
-Albert might stop Clive again (he's injured, it's not a smart choice)
-It could either show Clive cares about Enid, or instead just further prove the misconceptions people have of him
-Overall, a time loss

I don't know what to expect with C, other than maybe being a faster choice than D.

My flawed suggestion is to go with some variation of A;
"And you think he won't kill you too?"

This doesn't necessarily have to be yelled, and it'll probably still make him double guess himself- Giovanni clearly knows more than we do, but that doesn't change the fact that Sheppard's got a gun and no way to see what he's shooting at- if he even cares. He's probably shooting anyone he sees on sight, no questions asked.

Depending on how this is spun, dick move or not, we might be able to temporarily force him to work with us, which might be worth the various risks- losing time, revealing our location, him betraying us later, etc.
No. 1089313 ID: b3eab7

E) Follow.
Wherever he's going, it's away from Sheppard.
No. 1089768 ID: c5529d

A. I actually thought of something

Mr. Snyder highly respected Enid's father, and seems very protective of Enid in particular, enough to not let her get graduated like what happened to Jhonen when he went snooping and instead just try to get her to safety, as evident when he fearfully said “Wh– No! I-I wouldn’t– Fred never wanted…". I think he is trying to protect Enid from the other adults' watchful eye, and from letting her fall into getting graduated from doing anything suspicious like snooping which we are right now.

we also know that from the memo Franklin read to Albert and Clive that “Frederick Anderson’s death has publicly been ruled an accident. His daughter, Enid, is now staying with the Fosters. Enid Foster will be enrolled in Jennfier’s class as she was always meant to be."

Albert pointed out his death was only publicly ruled as accidental, which could be murder. His death is further proved to be murder when Franklin inspected Fred's dead body and found a knife wound and broken skull, further proving it's a murder (tho clive wouldn't know this. But Albert thinking otherwise could be enough to believe it's murder).
And if she was always meant to be in the school and Fredrick was preventing it, it could be that someone took matters into their own hands to ensure Enid was attending the school.

In a way, Snyder might just be on our side, but is too protective to not let us investigate and potentially let us graduate, and can't help us directly as it could result in him getting murdered too. Perhaps maybe if we shout out our guess as to why Fredrick Anderson died, it might just distract him enough to give Enid an opening to convince him not to leave or maybe even give us an answer to Fred's mysterious death if that doesn't work. She is pretty manipulative after all. She just needs an opening especially since she doesn't know her father was murdered yet

Shout out: "Is Enid's homeschooling why her father was murdered?"

Hopefully Albert can help back our claim. Clive can't speak longer than that, he's not social.

And if Snyder doesn't know that Fred was murdered and thinks it was accidental, he might need to know the truth too.
No. 1090036 ID: 6abcc8

I don't know why I was focusing so much on "time loss", I'm pretty sure that's outside of my judgement for factoring things in- all of these things will take time, it's just a matter of who can get through fastest- which, who knows.

This doesn't sound bad either, although I don't know if us knowing is enough for Clive to think it.
Either way, what we need is for sir-toysalot to falter.
I'd hope for Clive to do this without full-on shouting since that'll no doubt alert Sheppard, but considering Enid being taken is considered a Guaranteed Fail first and foremost, we'll take what we can get.
No. 1090255 ID: 92c262
File 171479122424.png - (466.85KB , 1000x1000 , 390.png )

Clive: “S… Stop…

Albert doesn’t stop you from sitting up this time, too busy trying to stand himself. The toy shop owner doesn’t turn around at your weak cry, but Enid is slowing him. She’s keeping a death grip on the cubicle’s edge.

Man: “Let go! We have to leave.”
Enid: “I won’t go with you!”
Man: “Please, I’m not– I’m trying to help you.”
Enid: “Let go of me.”
Man: “Do you want to die? Is that it?”
Clive: “Do you?

Your words come out clearly, despite your nerves. His head finally tilts in your direction. You have his attention.

Don’t choke now.

Clive: “...You think he won’t kill you too, when you try to walk out with her?”
Clive: “You’d be a traitor, right?”

It may be coincidence, or maybe your words hit exactly how you wanted them to, but Enid breaks free of his grip at that moment. She runs into Roger, who puts his arms over her protectively.

Man: “C-Come back. Please…”
Roger: “Clive is right, isn’t he? The other adults wouldn’t agree with what you’re doing.”
Roger: “...Mr. Sheppard wants us dead, and they’d agree. Wouldn’t they?”
Man: “...”

You consider saying something about how Sheppard saw her already. Maybe he’d do your dirty work for you and take care of him then. How far is he willing to go to keep Enid safe?

Honestly though, you wouldn’t bet on him if he were to pick a fight with Sheppard. Weapons aside, he’s just too scrawny. And that’s still a big “if” in the first place.

Instead, another line enters your head. Memories of yesterday’s investigation spring up, slotting perfectly into place.

Frederick Anderson’s death has publicly been ruled an accident.

Clive: “Betrayal... What could he have done?”
Albert: “It could have something to do with Enid never attending school. She was outside of the system, which means she never would have graduated if things stayed that way.”

Franklin: “She thought it was weird that they said his death was publicly ruled an accident, because that makes it sound like it was privately something else. Like... On purpose?”
Albert: “It could have been Intentional.

They were just theories, but… With the way he seems focused on Enid, they might just get to him if you’re right.

Clive: “He’d definitely kill you. That’s the punishment for traitors here, isn’t it?”
Man: “W-What do you–”
Clive: “Enid’s father was killed because he was homeschooling Enid, wasn’t he?

He flinches, his flashlight clattering to the ground.

Got him.

Enid: “...I knew it.”

Did she? You hadn’t really talked about it with her.

Man: “How… Who told you? Why do you know so much?”

His voice is weak. He makes no moves to pick up his flashlight, or try to take Enid away again. Whatever threat he posed before, it looks like you were able to shut him down for the moment.

You take a breath, as your body calms down. Your mind begins processing things that it hadn’t been ‘til now.

First point: That scuffle you just had probably caused a lot of Noise. That’s a problem, as Sheppard is still out there somewhere. Best case scenario, he was far enough away that he didn’t hear anything. With all the shouting and complete failure to keep your voices down though, you think he’d hear at least something if he stopped to listen for even a second during all that. Still, if he was far, he may not know your exact location at least. You’ll have to keep an ear out for him.

The safest move for avoiding the farmer would be to leave now, but you aren’t sure how this guy will react if you try. It would be best to resolve things with him first if you can, while keeping an ear open for sounds of approach. You aren’t worried about him saying anything to Sheppard, but as things stand you don’t want him to leave the plant knowing that you know things.

More importantly: This is a rare opportunity to get answers from someone who knows what’s going on. You’ll need to be delicate though. If you come on too strong, he may get antsy about betraying the other adults, and clam up. Focusing on Enid should definitely keep him talking.

…Ugh. Talking…

What should Clive say? Suggest questions he can ask, or ways he can ensure the toy shop owner won’t snitch on the non-Enid members of your group

Clive will NOT ask every question suggested, only the one or two that receive the most support

No. 1090256 ID: fc100b

Why are you risking your life for us?
No. 1090257 ID: eb0a9c

"What happened to the world? Why are our sacrifices so important to it? We're just pathetic, spoiled, angry little brats! Why are we suddenly existential supervillains to you?! Well?!"
No. 1090262 ID: feecf0

Why was Alberts father also targeted?
No. 1090268 ID: 382635

I think Clive should gesture for Albert to say something, and to go watch the stairs or listen to the stairs, preferably with a flashlight to go calm his nerves, leave the actual questions to someone else since he's kind of going a little too hard and also *scared af that they were heard*
No. 1090269 ID: 6f5b5c

I doubt he'd be willing to tell us what's here, or in the other places we were planning on searching- that and so many other things, might be *interesting* to see how he reacts to hearing, but I doubt it would give us much to work with.

So instead, I think I'll go for the social engineering angle again- but I don't know if the way I'd go about it meshes well with Clive right now, but... it's worth putting the idea there.

"The one thing we-"
"...that you all can agree on is that we should keep Enid safe. But taking her away from here like you were going to doesn't solve the core problem. We need answers. Answers that Adults can't, or won't give us. Why do you think we came here? Did you think this is the only place we'd search?"

(Bitterly;) "...Why does graduation have to be this way?"

This also potentially makes for a good, pre-readied "after" action.

I'd like to say that I have a fair deal of faith in him. He already knows the situation he's in- far better than any of us do. And yet he still came to try and... rescue? Enid- he even showed some visible hesitation in knocking Clive out.

I think it should be put to a vote whether we tell him that Sheppard's already seen and identified Enid- because ultimately, "If you're here to help Enid, we have to do something about Sheppard."
No. 1090277 ID: c5529d

It's okay, you're doing good, Clive. Before you continue, grab your plush toy close, and tight. it'll keep you comforted as you talk to him... It might even win you some brownie points with the toy guy too to see you using one of his toys.

I too also agree that he won't tell us about anything direct like graduation or Albert's father, and it might make him too nervous to answer us and try to leave with Enid again.

As it was said, talking about things related to Enid will keep him from becoming too antsy, so she and her father should be the focus, because he was a real good friend of her father, enough to rescue her instead of ratting her out. One of the best ways to keep him from ratting us out, and maybe be a little more willing to help us a little is to talk about things that relate to both Clive and Snyder.

Remember earlier from the first post:

>It was a miracle that you continued to live here, a kindness you hadn’t expected but deeply appreciated from Mr. Anderson. By all accounts, you should be mourning the death of a good man, but you’re too self-centered for that.

It's probably about time to start mourning him now. both Snyder and Clive was also never bothered by Fred to pay his dues, but if there's something the two can relate to, he might be more sympathetic to us. And while Clive doesn't know about how Snyder being in the same poverty situation as Clive, Snyder at least hearing about how his friend Fred was protecting Clive to would make him more openhearted to us.

first, ask Snyder this: "Fred is against the whole system on how this town is run, like graduation, and not just on Enid, isn't he?"

If Mr. Anderson is totally against graduation not just for Enid, but everyone, it might remind Snyder what Anderson truly stands for and make him more willing to take a stand against the system, for Anderson's sake.

after that, you should follow that by telling him how Anderson helped your family a great deal when bills couldn't be paid anymore, and after he died, you want to pay Mr. Anderson back anyway you could for letting you and your brother stay in your home despite the family not being able to pay bills, by trying to protect Enid from the risk of graduation like her father wanted, even if it means finding the truth.

>I think it should be put to a vote whether we tell him that Sheppard's already seen and identified Enid- because ultimately, "If you're here to help Enid, we have to do something about Sheppard."

I think that is something we will have to do, once we win Snyder's trust. As things stand, even if we manage to keep him from ratting Clive, Albert, and Roger out, he still might leave with Enid, which is still considered a failure. And it will be very bad for him and Enid down the line if he is protecting Enid and the town tries to graduate her later once word gets out. Just remind him what Fredrick stood for.
No. 1090284 ID: b3eab7

We must all move. Together, and now. Owner included. Find a quieter area before resuming the chat.
No. 1090304 ID: 258134

This sounds like a very good question, and I also want to add the obvious "What happened here? What killed everyone?"

We should indeed tell everyone we've probably alerted Shepard and we should talk elsewhere, but I'm not sure whether before or after asking those questions.
No. 1091276 ID: c6ae21
File 171609692864.png - (855.68KB , 1000x1000 , 391.png )

You’re still thinking on what to say, when Enid speaks up first.

Enid: “Daddy didn’t die in an accident, did he?”
Man: “I wasn’t there when–”
Enid: “But you know who did it, don’t you?”
Man: “...No. I– The dirty work could have been done by anyone.”
Roger: “But why did it happen now?”
Man: “Huh?”
Roger: “Enid’s been homeschooled all her life, right? Did they really only just find out it was happening?”
Albert: “He’s right. That rumor has been circulating for years now. What level of constant inebriation are the adults functioning at that they could miss such a thing?”

They had a point. Even you’d heard a word or two about the homeschooled kid living in the Anderson house from Rodney. You’re sure he wanted to befriend her, but the opportunity just never showed itself.

He might have forced it, but you told him to stay away from the Andersons. Too much possibility he’d ask questions about your parents, given the reduced rent payments.

Roger: “It’s not that crazy. My parents don’t listen to me, and I feel like that’s pretty common. Even if they did, they may not have believed us.”
Man: “...I always tell them their kids are smarter than they think, but they don’t listen.”
Albert: “Don’t ignore the question. What changed? Who leaked the truth, and why did the adults finally listen?”

The man swallows, stammering softly over unintelligible words.

Enid: “Well?”
Man: “There was– I– it was the girl. She just– I don’t know why– why now?”
Man: “I’m sure she knew, but then– and me, th-they came and asked, a-and–”
Albert: “Would you cease this blathering and speak clearly!?”

He actually takes a step back at the outburst, as if Albert was any actual threat to him.

Man: “I-It was the school Principal’s daughter. I don’t know why, but she told them.”
Albert: “Temmie?
Enid: “Who… Wait, that was Franklin’s friend, right?”
Man: “She isn’t supposed to have friends…”

Albert looks at you, the same thought clearly going through his head. You talked about this yesterday.

Albert: “Temmie might be a Snitch.

Clive: “...You don’t think that she might be telling the adults-”
Albert: “Don’t jump to the worst conclusion just yet. It’s questionable what information she’s choosing to share.”

Albert: “All she would have to do is deny that any child they ask about is aware of anything. Perhaps she could reveal one or two who are likely to get caught on their own, just to keep the illusion up that she’s actually working with them.”

Temmie had been feeding the adults information, that much is undeniable. If you’re right about her playing double agent though, then outing Frederick Anderson fits that theory well. That secret was never going to last, not when every kid in town had already heard the rumors. She may have sped things up, but it’s unlikely she caused anything that wasn’t already going to happen.

…Not only that, but it set things up for Enid to start attending school at the same time that kids were starting to get suspicious. On her first day, she immediately got dragged into investigating kids she hadn’t even heard about.

How much of what played out was Temmie actually intending? If it were anyone else, you wouldn’t think to ask, but Temmie…

Rodney: “I don’t think she’s just playing around.”
Clive: “Why not?”
Rodney: “Can’t you tell? When she’s acting and having fun, her energy is a lot more playful.”
Rodney: “But then, when she starts giving predictions, everything about her shifts. It’s like… when you’re eating pudding, but then you feel a weird crunch.”
Rodney: “Plus, she’s always acting like she’s innocent and doesn’t know things. She wouldn’t have to do that unless it wasn’t true.”
Clive: “Doesn’t she say her powers are real?”
Rodney: “Yeah, but it’s the -way- she says it, you know? You’re not supposed to believe it.”
Clive: “...Do you think she can predict the future then?”
Rodney: “Hmm… It’s definitely something, but probably not that.”

…You don’t know what she’s capable of.

Roger: “...And?”
Man: “A-And what?”
Roger: “That’s not the whole story. You wouldn’t have been so nervous if it was. Temmie’s not your daughter, you had nothing to do with her revealing that.”
Roger: “Actually, would you even have known they got it from Temmie if you weren’t involved?”
Man: “I-I…”
Enid: “...Giovanni. What did you do?”

You weren’t the best at reading emotions, due to rarely ever wanting to look people in the eyes. Still, even you could tell what he was feeling.


Giovanni: “...They asked me if it was true.”
Giovanni: “They were going to find out, so it wouldn’t have changed anything. They were just checking if I was still loyal, or if I needed to go too.”
Enid: “You… told them the truth?”
Giovanni: “...”
Enid: “Daddy trusted you.”
Giovanni: “...It’s not my fault.”

The room goes silent, left to sit with his pitiful defense.

…The worst thing is, you don’t know that you’d do any better if you were in his shoes.
No. 1091277 ID: c6ae21
File 171609695399.png - (347.08KB , 1000x1000 , 392.png )

The extended pause gives you a chance to speak up yourself. It felt a bit awkward, having to follow up that, but a question did finally come to mind.

Clive: “...Albert’s father, he used to work here, right?”

Albert’s head whips back to stare at you. You intentionally look away.

Clive: “Is that why he was attacked?”
Giovanni: “...Probably. I don’t think… Someone was probably just fed up.”
Albert: “Who?”
Giovanni: “I don’t know.”
Roger: “Why him then? What did he do?”
Giovanni: “...He’s Alive.
Albert: “If that were enough to beat him to near-death, I would have finished him off before I even learned to walk.”
Albert: “I know he worked here in some capacity. What vile act did he commit to earn the ire of the town?”
Giovanni: “There isn’t anything else. He lived. That was enough.”

Lived? Past-tense? He’s still alive, sure, but that might mean something. Maybe…

Clive: “...Is it because he survived whatever happened here?

That provokes him. He stomps the ground, letting out a small growl.

Giovanni: “Yes! There weren’t supposed to be survivors. All of them… They all deserved to die. Every last person involved with this awful place.”
Giovanni: “It was supposed to put our town on the map, but they killed us! They sold away our futures for profit, and guaranteed the death of Cattenom.”
Roger: “B-But… we’re still here?”
Giovanni: “For now.

He sighs, collecting himself slightly. You hadn’t expected that topic to set him off, but it apparently goes deeper than you believed.

Giovanni: “...They made sure there was no future for anyone here, so they don’t get to live in our present anymore.”
Giovanni: “That’s all we have, Now. Enjoy it for however long it lasts…”

The way he said that just now… There’s something there, but you don’t have what you need to understand it.

Giovanni: “I’ve said too many things already. No more questions.”
Enid: “Then what? Are you going to try to take me away again? Leave everyone else to die?”
Giovanni: “I promised Fred I’d look out for you. It’s all I can do for him now…”
Roger: “So, you really don’t care what happens to the rest of us?”
Giovanni: “...You weren’t a bad kid Roger, but you should have known better than to come here.”
Giovanni: “I don’t care what happens to Neddy’s kid or Clive.”
Enid: “I care. Shouldn’t that be enough?”
Giovanni: “You’ve only known them for two days, and they’ve already put you in serious danger!”

You don’t like the direction this is going. You managed to get some answers out of Giovanni, but he’s recovering from his shock. If he decides he doesn’t want to play along, you don’t know that you’ll be able to keep him from taking Enid and leaving. You can try, but even four on one (well, three and Albert against one), there’s no way of knowing what’d happen.

What you are sure of, is that it’d make even more noise. It’s a blessing that you haven’t been discovered by Sheppard already, but you don’t know how long your luck will last.

What should you do?

A: Convince him to keep his mouth shut
-Present an argument to Giovanni that you can be sure will silence him
-You could also push one of the other kids into convincing him. If you do, no arguments provided by suggestors will be taken into account
-Enid and Roger probably have the best chance

B: Listen for danger
-Have everyone hush up, to take a moment to listen for trouble
-Reminding Giovanni that Sheppard could be around might shake his resolve
-If ‘Bec is on her way, she’ll lose the element of surprise against Giovanni

C: Convince the group to move
-You can keep discussing things, just do it somewhere else
-Refer to previous map for directions you can travel
-Giovanni could try to use the move to make a getaway with Enid

D: The knife should still be around here somewhere…
-4 on 1 aren’t unwinnable odds. If you try and jump him, you’re certain everyone will join in
-This will make a lot of noise, and it may take more than one update
-If you roll badly enough, you will end up expending your Safety Net

E: Other
-Do something else
-If you label your suggestion as this when it’s really a previous letter with slight alterations, Clive will get a paper cut

No. 1091278 ID: c5529d


I will just reuse what I said here as an argument in my previous suggestion: >>1090277

we also have to let him know about Sheppard spotting Enid if we manage to convince him to be on our side too.
No. 1091280 ID: c5529d

to add, remember that Snyder feels guilt for revealing what Temmie said was the truth and got Enid in that situation. There's still a chance he can atone for that by helping us so that Enid doesn't have to be kept in that situation she is now in. Simply pretending she never went here at the power plant and letting her continue taking the paths and roles that the adults wants is actually everything against what Fred wants for Enid, Not simply pretending she never went and continuing letting this happen to Enid. If Snyder was Fred's friend, he should try do everything he can to have courage to fight against it for Enid's sake as doing what the other adults want is not good for Enid.

And as someone that Fred helped immensely, you too want to do what you can for Enid and can help Snyder do that.
No. 1091281 ID: 3e5b92

A. Tell him to leave now, while Shepardhasn't seen him.
Taking Enid away now would just force her right into the other adults' hands and he won't be abl to keep her safe anymore. He can help her when it matters if no one knows he came here.
No. 1091291 ID: f7dc70

A. In addition to the other suggestions, point out that we are literally Catternom’s future. We’re worth protecting!
No. 1092368 ID: 471d74

It's almost definitely too late to ask questions, but... this is probably the last safe moment before it gets thrown out the window entirely.

"...What year is it?"

I don't think this exact line of thought will work, since he's already claimed there is no future. Maybe a bit literal of a way to put it, but with what little we have to work with, I think it would be wiser to throw it back at him in the context of Enid. The way I see it, "You threw away her future like they threw away yours. They don't have a chance to pay you back, but you do. What's it going to be, Giovanni?"

...I can feel that we're getting closer to finally understanding the meaning behind the word Perpetuity, and what it has to do with Cattenom.
It almost certainly has something to do with the Recycling Center and its "Waste-Free-Energy".
Where does that energy come from?
...Or so I say, but Temmie's noncommittal response about the recycling center makes it seem... not so important. At least, in the "grand scheme of things" she has planned out, us checking in the High School is a necessary act in comparison, which apparently requires as many of the kids as possible available, with a minimum of 6.
No. 1092731 ID: c6ae21

rolled 1 = 1

Okay, so here's the situation: Y'all did NOT get your stories straight. Everyone presented a different argument, with no crossover or support between them. The only unanimous point was that nobody suggested to let Enid or Roger handle convincing Sheppard, everyone wanted Clive to do so.

I am going to be generous, and factor in every argument given. With that in mind, I'm going to roll a d8. I'm breaking each of the 4 arguments provided down into 2 points. Ineffective arguments are two failures, partially effective are 1 success and 1 failure, wholly effective ones are 2 points of success.

Your overall score was 2 success points, 5 failure points, and 1 CRITICAL failure point.

On an 8 or 7, Clive will say something persuasive. On a 2-6, Clive will make as many points as he can, and they will be utterly ineffective. On a 1, Clive will stumble into the wrongest possible thing to say, and I will have to roll another die to determine if you'll be losing a Safety Net or not.

Let's see what the dice have to say...
No. 1092733 ID: c6ae21

rolled 1, 2 = 3

Yikes. That could have gone a lot better...

Alright, we are now going to roll to determine if you're going to need a Safety Net here or not. The determining factor is if one of two characters, Clive or somebody else, decide to intervene.

If the other person intervenes naturally, this situation will resolve with no major consequences beyond making more noise. If the first die rolled is a 3, this person will act.

There is a decent chance that Clive can silence his anxieties, and respond to the developing situation quickly. This would not be good for Clive's Fear AT ALL, but it would save Enid. If the second die lands on a 2 or 3, Clive will silence his emotions. This will not happen if the first die lands on a 3.

If neither of these happen, your Safety Net will be used to retcon the first die as landing on a 3.

Good luck...
No. 1092734 ID: c6ae21

Clive will resolve the situation himself, at the cost of a significant Fear penalty.

Your Safety Net remains.
No. 1092735 ID: 2ae7a5

You can do it, Clive
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