Day 79.Weather: No significant changes. Light flurries off and on, and wet, slippery streets. No cars means minimal slush, but what little there is ices over fast.
Events: It’s a relatively quiet night in the tower, but come morning a handful of people will be waking up in different places.
Fourteen subjects have been grouped into pairs, and are going to wake up in a strange room. Only a few of them have seen this room, or something similar, before; for most of them, it is a new experience.
But not everyone can see the room. One member of each team has a device locked on their head rendering them completely blind, and it will not come off.
Each pair is in an identical room. The groups awaken on a raised platform in a space that looks kind of like a warehouse. There are brick walls, concrete floors, and no windows. On the south wall are elevator doors that will not open. On the west and east sides of the platform are iron curved staircases leading about 4 feet down to the lower level. On the northernmost side of the platform is an iron railing. On the lower level are four densely packed and cluttered shelves.
Yes, we've seen this room in action before - but not like this. The lower level has been flooded.
In every team of two players, one individual is wearing a sleek metallic device that completely blinds them. If they feel along it, there is a keyhole on the back. The blinded participant is handcuffed to the railing on the platform. The seeing participant is shackled to a metal ring in an odd metal tile with three keyholes on the floor of the platform. The chain of the shackle has enough slack for the seeing participant to move around the platform, but they can’t quite reach the stairs on either side. Neither the blinding device, the handcuff, or shackle can be forcibly removed or broken by any means available to the participants. The participants are wearing whatever they were last wearing. If an individual went to bed naked, they are wearing a hospital gown. However, neither participant has shoes. Psychic powers do not work in the room, and neither participant is capable of shifting in this room, or performing any magic. Vampire powers of levitation and wall-crawling do not work.
They’ll begin to come awake at around 9AM or so (not that they have any clue what the hell time it is). For a few long minutes, absolutely nothing happens, and no explanation is offered. Eventually, they will hear a voice. It’s a bit robotic, playing from an unseen speaker. It says:
“Hidden on the shelves below you are three keys. One of you, the seeker, must find all three to release yourselves and leave this room. The seeker must rely on the directions of the seer. If you can find all three keys and free yourselves in an hour, you have a chance at being rewarded. If not, you may be punished. Each key is in a small ball that will occasionally omit a red light. Good luck. Time starts now.”
After the message plays, the handcuff falls off of the seeker, and they are free to head downstairs and go looking.
Only, it’s kind of hazardous down there. Some of the participants who have been around long enough may
sort of recognize this space. This fun little bonding exercise was forced on another group of poor souls in the early days of the experiment, and those who weren’t chosen still got to watch a sort of ‘highlight reel’ that had definite sport bloopers vibes. However, there have been some significant changes to the playing field.
The shelves are still stuffed with objects of all sorts, but this time the lower level is flooded. The temperature in the room is quite chilly, and the water? Absolutely freezing. The water level is about four and a half feet high, and some of the shelves and objects within are submerged. Some of the shelves are also frozen over in blocks of ice. Hanging on the north wall between the middle shelves are a few tools - hammers and icepicks, and the like. Some shelves might require some physical force to break the ice and explore what’s hidden beneath.
The floors are still in no way clear. There are a lot of hazards, either floating in the water or resting sunken on the floor. Broken furniture (Titanic vibes, anyone), antique rollerskates, putrid smelling slimes, a great many plants. Seaweed? Why on earth is there seaweed in this warehouse?
The shelves - I mean, the parts
not frozen over in a block of ice - still have a lot of objects meant to hurt or shock the seeker. The cacti are still there and thriving, and there’s a lot of wet, flimsy boxes that will happily collapse if someone even looks at them a little too hard. There are a few large, heavy coolers. There are light boxes with odd trinkets and glitter. There are a lot of precariously placed vases on the shelves that could absolutely shatter on the ground with very little provocation. There are weird textures. Some boxes are sticky. Some are moldy. There is, frankly,
far too many taxidermied animals in this space for anyone to be comfortable. And it’s all
freezing fucking cold.
So who are the pairs? They are:
Gwen (seer) and Taissa (blind seeker)
Calvin (seer) and Oliver (blind seeker)
Birdie (seer) and Morgan (blind seeker)
Poe (seer) and Winter (blind seeker)
Eunmi (seer) and Anja (blind seeker)
Nathan (seer) and Marco (blind seeker)
Hiroki (seer) and Leya (blind seeker)
If someone finds all three keys and unlocks the panel in the platform, inside is a box containing the keys to the seeker’s blinding device and the seer’s shackle. The elevator doors will then open. If someone does not find all of their keys… well, they will still be free at the end of the hour. Their binds will fall off and the elevator doors will open. But ominously.
The elevators will take them to the ground floor lobby of the tower, revealing they were in an underground room.
NOTE: Gift submissions are still open for all subjects! Submissions go HERE.