The Finale: Aine, Alex, Booster, Heather, Pepper, Ren, Trevor

Jun 28, 2008 02:25

The group that assembles here will feel themselves pulled to the Observation tower by some force or impulse, toward that dark, ominous building riddled with footholds and windows that reveal only faint flickers of movement within their walls. There's an elevator rooted at the base, but pressing the button yields no results: it's out of order, and the only way up to the top is to climb. The keys, objects of great value to party members for reasons they might not be able to name (the possessiveness they feel might induce slightly irrational behavior, if they're susceptible to it). While they can arrive with their groups that freed them from their cages, only the Taken can climb the footholds arranged around the tower. If anyone else tries, the holds will crumble away in their hands, and that's dangerous, because the individual meant to make their way up will definitely need those.

The new group, though, the one charged with returning the park to normal and freeing them all from the park's grasp, should stick together. After all, you don't want to be alone, do you?

As you climb, you may observe that once you are a few feet above the ground, the world below seems to disappear, transforming into vast, inky nothingness. The higher you get, the more it appears the universe consists of just you, your team, and this tower, which stretches onward by many feet. It's possible to climb, but you'd better hurry, and you'd better be very sure you don't get too tired. And keep hold of that key. And, while climbers make their progress, a steady clicking begins below them, a sound like rushing, like many sharp high voices blending together to chirp and keen and occasionally scream. Should you dare an unwise but probably entirely too tempting glance down, you'll see shapes, shapes with faces that blend and shift. Tiny monstrous bodies with three or six or sometimes eight legs, moving spider-jerky in a swarm up the tower.

Better move fast. While occasionally the group will eat their own, especially if one shadow-child shows a moment of weakness, they'd much rather eat you. Near the middle of the tower, there's skeleton half-shoved in one vacant window, bits of rotted flesh dotting the yellowing bones. Behind the window itself, something thick and wet is moving, pulsing, so it's probably better to avoid any shortcuts.

Getting tired yet? Getting scared? Keep going. There's not much choice. Do your best to evade those jagged atramentous edges on the tower, too, because while they're difficult to see, they're sharp, and blood attracts sharks of all shapes and sizes.

At the top of the tower, there's no balcony, nothing preventing you from tipping over the edges of this octagonal building. In the center of the platform, there's a flat, black device so matte it almost blends in with the roof but for the tiny holes. Seven holes, just the size for your keys. But don't think you've reached your respite just yet: you have to plug those keys in fast, because those hordes of shadowchildren, they're getting ideas, and they're getting bigger. The one that comes over the edge is not a tiny bleating brat's twisted memory but an amalgam, many built into one, a massive eight or nine feet tall and still swirling as the spawn inside it bicker and squall. But it does have a singular consciousness--an objective, if you will.

It doesn't want to eat you anymore.

It wants to make you part of it. And it's lumbering closer, with many blinking eyes watching your every movement; you only have a few moments left...

Will you make it?

(( OOC NOTE: This group (the others still must be done tomorrow) will have until Sunday at midnight to complete this! Once all seven keys are in place, contact the mods, and we'll tell you what happens to the park. Also contact the mods if you have any questions. ))

ren, pepper, alex, dark park, aine, trevor, booster, heather

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