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Dairine goes exploring in the oldest house
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"Noted." Whatever gets you and your basically reasonable but weirdly directed and very annoying paranoia out of our way, dude.

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"Okay, unless you have anything else you think I should know before we head out to the reactor, I think we should go." She doesn't actually wait for Arish to say yea or nay to this before she turns to leave.

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He glances over at Dairine for a moment before shaking his head. "Just, get the reactor fixed before this whole place goes up. Oh, and if you find my boss Salvador out there, can you please ask him what the plan is? I'm sure he will have one by now." 

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Dairine follows Jesse getting-things-doneward.

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Getting-things-doneward is such a good direction.

Is there handy signage? Arish said they needed to clear out the areas around the coolant pumps and electrical systems, right? Are those by any chance neatly labeled to make them easy to find?

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The obvious way forward is up the ramp just outside the security structure. Heading up the ramp, there's some signage towards the center of the room, though a bit far to read from this distance.

Halfway up the ramp, though, there's a familiar looking tape circle on the floor, and

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Thanks.

"Let me just..."

She goes up to the tape circle and puts her hands on the floor near the middle.

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There's a pause where nothing happens, then a whooshing sound and a sudden pulse of compressed air, knocking the reflector dishes around the tape circle out of alignment. One of them slowly tilts and falls over. 

There are no other obvious changes. 

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She gets up and dusts herself off. "Great, let's go. Coolant pumps and electrical systems, right? Let's see what the signs say."

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"Oooh, what was that you just did? It felt like something but heck if I can put it into words."

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"Those things," she gestures back at the tape circle, "are control points. I can sort of... fix them, when I find them. I don't know exactly how it works, I think it's a Director thing. It... helps, visibly, to fix a control point if there's Hiss around, it makes everything less... spooky and bad. There wasn't any Hiss around this one but I think doing the thing still helped."

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She nods. "Always good to be on good terms with the building you're in."

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"Especially when it's this one, yeah."

Speaking of which: the signage?

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The greenish sign is placed up against the center pillar of the room, and has four locations listed on it. 

The sign indicates that NSC Coolant Pumps is to the left, and NSC Energy Converters, Central Maintenance, and NSC Control Room are to the right.  

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"Coolant Pumps first?" she suggests.

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"Sure. Do you know how to repair nuclear reactors or are we just going to clear out any awfulness so other people can do it or do I need to be figuring out spells for it?"

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"Well, the guy did say he had crews waiting to go in, plus Ahti said he left us clear instructions. I figure it'll work out one way or another."

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"It usually does." Onward to coolant pumps!

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And how are the coolant pumps this fine unspecified time of day?

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The way to the coolant pumps takes them a good third of the way around the large cylinder in the center of the room, before they're met with a very very large pipe, with the helpful label "cooling water" and an arrow on it every six feet or. A ramp leads down from the concrete structure they are standing on, and on either side of the ramp are raised platforms with railings overlooking the area the ramp leads to. There are hastily abandoned forklifts and giant pipe sections and other materials strewn about on the floor and on top of the raised platforms, but off in the distance, about 20 yards away, there is a large green sign, almost like the kind you see on the highway, with the words "NSC COOLANT PUMPS", with an arrow pointing down, towards a doorway in the outer circumference of the room. 

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About halfway across the floor, half a dozen beams of red light congeal all around them, and there are six twisted and bent and stretched human-ish bodies in a loose pattern around them, their shredded clothing dragging across the floor as they levitate towards the pair. 

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Gaaaaaah the exploding ones are the WORST. She does her best to take them out before they can get close.

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Dairine plays defense again. She's getting better at staying in shielding range but out of tripping range of Jessie, though her shield is still not great at blocking the shockwaves when the exploding ones explode.

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The shockwave does not discriminate between friend or foe, and as such the twisted humans fall relatively quickly, as one explosion can easily set off a second, if the second is close enough and damaged enough. It doesn't take long before they're all defeated. 

No new entities coalesce, yet. 

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