Locked Rooms (
guillotineroom) wrote2022-11-01 10:48 pm
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[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.]
Re: TOUGH CHOICES
The rules state that half of us will lose, and that loss is likely going to result in death or grievous injury. Even if one team is raised to it's death now, it will not affect who else will die, and even if everyone collectively lowers Kraken out of danger, that will simply be condemning a different team. We save no more or less people, and I for one will not knowingly and willingly send innocents to their deaths if it does not result in great good.
Take into account that whoever we lower, we may be condemning the next higher team. To this end, it is best to try to even us all out to the best of our abilities, not to sacrifice any.
We are all equal in this task, and we all will suffer by it's end, no doubt. Better choices for raising are Sphinx, Yatagarasu, Unicorn, as they are not at the bottom, but nowhere near the top either. Tsuchigumo is likely to be targeted by numerous people, or otherwise the other teams may assume they will be targeted and leave them be, but erring on the side of caution is for the best.
no subject
Then... we should decide who we can risk raising, first. That's going to be a tougher decision than who to lower.
no subject
Sphinx, Yatagarasu, and Unicorn are close to the bottom but not on the bottom. I suspect that near everyone is looking at them and Tsuchigumo, who remains on the ground floor. I imagine most teams are playing somewhat similarly, trying to gauge who is least likely to be raised, but I think... that all four of those are somewhat safe bets.
Basilisk and Kraken are fully out of the question, as they would very easily hit the top. Nymph is not safe either, as 2 more people choosing them could send them to the top. Sphinx and Bugbear could reach the top with three, and it would take 4 for us, Yatagarasu, Phoenix or Unicorn. 5 for Tsuchigumo, not taking into account any lowering that is done.
With 10 teams, that is 10 floors lowered each round, but it is not reliable to try to factor those in for our decision. [He is not DUMB, but this amount of strategy is totally on another level, even for him.]
Re: TOUGH CHOICES
I won’t push for it though, and none of the others seem to want to either. It’s a relief. I’m leaning more towards raising Yatagarasu.