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Thread: RESIDENT EVIL Project: Dunlake - BEGIN [LSUs welcome]

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    Default RESIDENT EVIL Project: Dunlake - BEGIN [LSUs welcome]

    RESIDENT EVIL
    Project: Dunlake

    Participants

    - lafitte demore :: survivor :: mystic clown -
    - marcus venton :: survivor :: unbraced -
    - jason rogers :: survivor :: darktyranitar -
    - roxanne violet :: survivor :: chobichibi -

    ---
    - david warner :: stars :: roy karrde -
    - vanessa strong :: stars :: crystal tears -
    - jeremy rush :: stars :: virtualplay
    - evan ross :: stars :: everoy -

    STARS


    Dunlake Mansion looms forbidding on the horizon of the island. Something inside you tells you that this mission will be something more than a simple Search and Rescue, but you stamp your feet against the cold and the doubts, and put such thoughts out of your heads. Thinking such as that never did anyone any good.

    As your boat pulls up to the island, your driver ushers you all off hastily, and immediately turns around and zooms away. A very strange character, although he can be excused – this island makes even the steadiest of people feel skittish and strange - but you are STARS members, the Alpha Team, named for extreme survivability, a tribute to those in the past who came out of Arklay Mountains alive.

    Your team splits off, efficient, scoping out the surroundings. The Mansion is not far from the rude quay, and all too soon you find yourselves at the door, which swings open, unexpectedly smooth and sudden, when your Captain places a palm against the broad panels.

    You fan out inside the Mansion's Main Hall. It seems empty, but too silent to not be suspicious. The silence is broken, however, by the sound of the main doors closing behind you. The crash echoes around the large hall, a neat symbolic sound that there is no leaving until the mission is complete.

    Main Hall

    The Main Hall is a large, echoing room. Directly opposite the main doors lies a wide staircase, carpeted richly in red. The Hall itself is eerily empty, and the main doors are firmly locked, should you try them. There is no escape, save for going deep into the Mansion.

    Queerly enough, a single, tall table stands next to the staircase, topped with an old-fashioned typewriter. There are a total of three doors in the Main Hall. One to the left, and two to the right, and you can see that the main staircase branches off to the left and right at the top.

    What will you do?



    Survivors

    A resounding crash echoes around your individual cells, rousing some of you from sleep and despondency. With no warning, the doors to every cell swing open invitingly. Is it a trap? Pondering will do you no good – you get up cautiously, peer around the door frame and find yourself face to face with people who you only know by the sound of their screams. As you step tentatively out of your cell, the chill of the outside air hits you, and you shiver. If this really is a serious malfunction in the system, escape could be a real possibility, but you will not last long without proper clothing, and perhaps a weapon too. Some of the screams at night sounded distinctly inhuman, and you have no desire to meet such creatures unarmed.

    An alarm breaks your silence, a polite automated voice filling the air as your cell doors swing back closed inexorably.

    This is a safety announcement. We are currently experiencing technical difficulties, and ask that all Project Participants stay within the confines of their quarters for their own safety. We will endeavour to fix this problem with due expediency. This is a safety announcement. We are currently experiencing...

    Cell-Block Corridor

    The corridor you find yourselves in is long, and lined with cells to either side. In the middle, there is a great rectangle, bordered by railings. If you peered over the railings, you would see a long drop, and the shimmer of water at the bottom.

    At one end of the corridor there is a single door, next to a window with what looks to be office furniture inside. Somewhere within this corridor, there are two items.

    What will you do?



    And we begin! Apologies for the delay and all that. Now, here's a few notes on carrying items, and how item chests work.

    Items and item space are different for each party of players. The details are as follows;
    STARS: You have three item spaces per person. These are;

    • cargo pockets (good for shells or bullets)
    • a holster for your gun (a second gun can be stored inside here, should you find one)
    • belt pack (one healing item/important item per person)

    Survivors: You can carry whatever you can manage in your hands, until you find some clothes, or a pack, or something extra. Space includes;

    • whatever you can hold in your hands – this is usually two things, one per hand (a weapon, or a healing item, or an important item)
    • if you find clothes with pockets, these can be used for shells or bullets, or to store a weapon
    • a pack provides extra item space, but these are rare


    Item Chests: If there are item chests hidden within a room, I will state in that room's description “there are two items in this room.” I will not say where they are, you can RP that yourselves. When an item chest is opened, I will reveal its contents, which will be randomised from a set list for that particular room. You may choose to take an item, or to leave it there if you have no room. You can also exchange it for something else you are currently holding, if you wish. If it occurs that you leave an item, and you turn out to need it later on, you can send back a person with item space to retrieve the item, although this does not promise to be safe.

    If you have any questions, please get in touch with me via pm, email (same as msn address), msn (messy_hair_welcome@msn.com) or by posting me threatening letters.
    Last edited by Weasel Overlord; 24th March 2010 at 12:02 PM. Reason: lol typos


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