Sphere Mods (
sphererpmod) wrote in
thespherelogs2019-06-13 07:29 pm
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Crack in the Wall: The Infirmary
Who: Anyone either involved in the Infirmary Quest or for those wanting to shelter in the infirmary. You can shelter there without being involved in the questing.
What: The Infirmary as an Emergency Shelter/trying to get things turned back on.
Where: The infirmary and the tunnels below the infirmary.
When: June 13-onward.
Notes: For the first three days feel free to make normal just being locked in a shelter things. The actual questing stuff will happen in closed threads.
Warnings: Skeletons, the possibility of death, terror from being locked in, etc.
The alarms have sounded and people have begun to move. Everyone knows about getting to the closest shelter. For the most part, this is an orderly move, but there is some panicking. The council and various npcs are out shouting for people to get a move on. Water is coming in rapidly. When the alarm first sounds it’s up to people’s ankles, and then when the final alarm rings and the doors start to close, it’s up to the average person’s knees.
Once inside the infirmary and the outer door is sealed, everyone receives a rather loud sound of feedback in their ears. “Well,” Laurie says after that with a wince. “Guess that settles that huh? We’re done with communications until we can get this shit fixed. Make yourself comfy, it hopefully won’t be too long.”
The room is large and open, clearly set up to be a shelter. There are cots and blankets set up, along with a food and medical distribution center. There’s some board and card games, and meals are simple but enough. Lights go out at ten, and then come back on at six and people are asked to sign up to clean, cook, do laundry, you know the normal things that make a society work as the dorms hold on.
What: The Infirmary as an Emergency Shelter/trying to get things turned back on.
Where: The infirmary and the tunnels below the infirmary.
When: June 13-onward.
Notes: For the first three days feel free to make normal just being locked in a shelter things. The actual questing stuff will happen in closed threads.
Warnings: Skeletons, the possibility of death, terror from being locked in, etc.
The alarms have sounded and people have begun to move. Everyone knows about getting to the closest shelter. For the most part, this is an orderly move, but there is some panicking. The council and various npcs are out shouting for people to get a move on. Water is coming in rapidly. When the alarm first sounds it’s up to people’s ankles, and then when the final alarm rings and the doors start to close, it’s up to the average person’s knees.
Once inside the infirmary and the outer door is sealed, everyone receives a rather loud sound of feedback in their ears. “Well,” Laurie says after that with a wince. “Guess that settles that huh? We’re done with communications until we can get this shit fixed. Make yourself comfy, it hopefully won’t be too long.”
The room is large and open, clearly set up to be a shelter. There are cots and blankets set up, along with a food and medical distribution center. There’s some board and card games, and meals are simple but enough. Lights go out at ten, and then come back on at six and people are asked to sign up to clean, cook, do laundry, you know the normal things that make a society work as the dorms hold on.