Ten Forward NPCs (
ten_fwd_npcs) wrote in
ten_fwd2014-08-02 09:40 pm
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[Away Mission:] Day 1, Alemar III (Earthquake!)
It's been some time since geothermal field two-nine-one has seen this much activity. The hustle and bustle of visitors coming and going on each level creates a pleasant hum through the wide open rooms, scientists eager to impress, elevators busily moving from the first floor to the mines. Everything seems to be going apace.
Until.
The low rumbling that has moved through the facilities grows suddenly louder. The walls shake, the plates of food left out for the guests rattling off the table. It quiets down, and at first it would seem all is well. A loud crunching sound suddenly comes from the well in the center of the main room, the floor crumbling away around the protective barrier so fast that the engineer manning the station is taken along with it, his cries echoing for five kilometers as he drops, drops, drops, steel crumpling and creaking, and the main support of the well gives way, sending the whole thing crashing over.
There's barely any time after that before the walls begin to shake again, even worse than before. A large fissure splits down the center of the aboveground facility, and below the mines begin buckling in on themselves. Rocks crumble and break, everyone scattering for safety as few become many, and suddenly dust and debris is clouding everything. Sparks fly from the comm panel, and the elevators make a sickening creak. It almost looks like the wall surrounding them ripples with life, breaking cords and cutting lines with a kind of intelligence.
And in the distance, through the flicker of emergency lights coming on, a shadow looms.
If you were aboveground through the worst of it, the damage will appear substantial. Alarms are blaring, lights cutting on and off, a gaping maw where the drill and well used to be. Pipes hiss, computer terminals going black save for the occasional spark. Basic systems are malfunctioning: the doors won't open, the elevators won't move, the environmentals are going haywire. Pieces of the ceiling and walls have crumbled.
If you were belowground, the damage is that much worse. Whole caves have been cut off, walls of fallen stone where once there was a passageway. The air is thick with dust and hard to breathe. Equipment crushed, all escapes cut off, only a few darkened passageways remaining that lead who knows where. And if you are part of one particularly unlucky group, a high-pitched whine precedes the rumbling of crystal, pieces clicking and screaming together, bit by bit like they're being pulled in by a giant magnet. They continue to amass, the shriek almost unbearable, until they form the shape of a large, bipedal lizard, nearly fifty-feet high, tail swinging behind it like a crystal mace. The room shakes around it, one crude hand cutting into an archaeologist trying to escape, but it's too late.
There's something alive down here.
And it isn't happy.
[ooc: And with that, Day 1 begins! Your characters are now trapped where they last happened to be on the tour. The Crystaloid monster has amassed in the cave where Team #8 is gathered. See the latest OOC post for more details on how to proceed.]
Until.
The low rumbling that has moved through the facilities grows suddenly louder. The walls shake, the plates of food left out for the guests rattling off the table. It quiets down, and at first it would seem all is well. A loud crunching sound suddenly comes from the well in the center of the main room, the floor crumbling away around the protective barrier so fast that the engineer manning the station is taken along with it, his cries echoing for five kilometers as he drops, drops, drops, steel crumpling and creaking, and the main support of the well gives way, sending the whole thing crashing over.
There's barely any time after that before the walls begin to shake again, even worse than before. A large fissure splits down the center of the aboveground facility, and below the mines begin buckling in on themselves. Rocks crumble and break, everyone scattering for safety as few become many, and suddenly dust and debris is clouding everything. Sparks fly from the comm panel, and the elevators make a sickening creak. It almost looks like the wall surrounding them ripples with life, breaking cords and cutting lines with a kind of intelligence.
And in the distance, through the flicker of emergency lights coming on, a shadow looms.
If you were aboveground through the worst of it, the damage will appear substantial. Alarms are blaring, lights cutting on and off, a gaping maw where the drill and well used to be. Pipes hiss, computer terminals going black save for the occasional spark. Basic systems are malfunctioning: the doors won't open, the elevators won't move, the environmentals are going haywire. Pieces of the ceiling and walls have crumbled.
If you were belowground, the damage is that much worse. Whole caves have been cut off, walls of fallen stone where once there was a passageway. The air is thick with dust and hard to breathe. Equipment crushed, all escapes cut off, only a few darkened passageways remaining that lead who knows where. And if you are part of one particularly unlucky group, a high-pitched whine precedes the rumbling of crystal, pieces clicking and screaming together, bit by bit like they're being pulled in by a giant magnet. They continue to amass, the shriek almost unbearable, until they form the shape of a large, bipedal lizard, nearly fifty-feet high, tail swinging behind it like a crystal mace. The room shakes around it, one crude hand cutting into an archaeologist trying to escape, but it's too late.
There's something alive down here.
And it isn't happy.
[ooc: And with that, Day 1 begins! Your characters are now trapped where they last happened to be on the tour. The Crystaloid monster has amassed in the cave where Team #8 is gathered. See the latest OOC post for more details on how to proceed.]