Locked Rooms (
guillotineroom) wrote2022-11-01 10:48 pm
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
[elevator] [cerberus]
[ When you open your eyes again the first thing that you, and your teammates, may notice is that you are confined within an iron cage, rectangle in shape. Further inspection will reveal that outside of the cage is a large structure of sorts, reaching far above you. It kind of looks like an unfinished clock tower, really... there are spots that look finished and bolted tightly, and others that look like they had been left once and the work never thought of again.
Also, it's pretty chilly. You might get to notice that.
It's foggy and windy—the kind of wind that howls and roars, jostling your cage against the tall shaft, and every so often you feel as though you might have had the ghost of a raindrop on you. The tower-like build creaks horribly ominously in the wind, and you can see the rusted metals swaying slightly. But if you decide to look around...
Flapping above you (and not helping with the wind) is a harpy-like creature, iron chains wrapped around their talons. Though, maybe it's more like a lion? The chains are bolted to the top of your cage. There are also little indicators on the structure, the same distance apart, that seem to be declaring different levels or heights. They look horribly unhappy to be here, but they're also impressive at ignoring any call you might have for them.
There's a door to the cage, but it won't open, even if it's just a simple-looking locking mechanism. If you peer out, it's too foggy on the ground to make out very much, but you can make out nine other, tower-like structures with similarly flapping harpies. Each one, including your own, has an emblazoned emblem of every team's patron monster, so that you can see where everyone is—it's just difficult to make out exactly who may be in each one. Even more difficult to try and communicate like this.
Attached to the door is an aged metal panel with a screen and four buttons; two to choose between the team names that appear on the dark green and black screen, and two to choose whether you wish for that team to go up or down.
After a moment, a little speaker in the corner starts playing an incredibly bad quality version of this.]
Also, it's pretty chilly. You might get to notice that.
It's foggy and windy—the kind of wind that howls and roars, jostling your cage against the tall shaft, and every so often you feel as though you might have had the ghost of a raindrop on you. The tower-like build creaks horribly ominously in the wind, and you can see the rusted metals swaying slightly. But if you decide to look around...
Flapping above you (and not helping with the wind) is a harpy-like creature, iron chains wrapped around their talons. Though, maybe it's more like a lion? The chains are bolted to the top of your cage. There are also little indicators on the structure, the same distance apart, that seem to be declaring different levels or heights. They look horribly unhappy to be here, but they're also impressive at ignoring any call you might have for them.
There's a door to the cage, but it won't open, even if it's just a simple-looking locking mechanism. If you peer out, it's too foggy on the ground to make out very much, but you can make out nine other, tower-like structures with similarly flapping harpies. Each one, including your own, has an emblazoned emblem of every team's patron monster, so that you can see where everyone is—it's just difficult to make out exactly who may be in each one. Even more difficult to try and communicate like this.
Attached to the door is an aged metal panel with a screen and four buttons; two to choose between the team names that appear on the dark green and black screen, and two to choose whether you wish for that team to go up or down.
After a moment, a little speaker in the corner starts playing an incredibly bad quality version of this.]
no subject
[HE'S SURPRISED . . . he's never sat down and done the math?!]
no subject
no subject
[Mmmgghhh. He crosses his arms loosely, thinking it over.]
no subject
I think... Bugbear, Basilisk and Tsuchigumo could also be in danger. We can't know for sure... because it's so hard to tell why everyone chose the options they chose.
But I also think... if we focus on the greater picture, the point of these tasks by the Warden is to push us to do things we wouldn't normally do. To make us feel dramatic emotions, so that her children can take over more easily.
When I think about it like that, then... the choices I want to make most of all are the ones we can believe in as a team.
That's how I feel.
no subject
. . . We ought to tell the others what we know about the Warden. Somehow. Certainly not here and now. There's more I've learned since. But trading information too openly is a risk. Still . . .
no subject
[ he rubs the back of his neck sheepishly. ]
I should've made sure to tell everyone before this happened, but so much was going on, between the body swapping and everything else...
[ whoops! ]
... I did tell Sholmes-san, Da Vinci-chan and Sprezzatura-san. They're at least aware of what I just told you. But we definitely need to tell the rest of Cerberus.
no subject
no subject
All he can do is nod a little at that. ]
Mm, okay. That's good. The more people who know... the more people can try to work that knowledge into their strategies, maybe.
And... after this... we'll make sure everyone knows.
no subject
no subject
... We're better off this time than the previous tasks like this. Now... we know what's going on, and why it's happening.
I think that's something to hold onto.
no subject
no subject
Selena brought up a good point too. We may not be able to save everyone, but... if we can keep everyone from going too high, then... nobody has to die.
[ they can't stop the cages from falling, but--they can try to mitigate the damage ]
That gives me hope.
no subject
no subject
... Oh, I see...
no subject
no subject