Run towards the lab
From Create Your Own Story
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You hear a shuffling behind you. You peer back down the hall. There it is! It looks at you and growls. You duck inside the lab and slam the door behind you. The creature ambles up to the door and sniffs around, but it can't get in. Finally, it gives up and moves on. | You hear a shuffling behind you. You peer back down the hall. There it is! It looks at you and growls. You duck inside the lab and slam the door behind you. The creature ambles up to the door and sniffs around, but it can't get in. Finally, it gives up and moves on. | ||
- | You realize you were holding your breath. You don't want to go back out yet- not until you're sure that thing is gone, so you explore the lab. You find some scribbled notes on the workbenches. | + | You realize you were holding your breath. You don't want to go back out yet- not until you're sure that thing is gone, so you explore the lab. You find some scribbled notes on the workbenches. Absently, you fold them up and stuff them in your pockets. You move over to the chemical cabinets. Some of the shelves are broken, and most of the vials are knocked over or broken. There's something behind one of the shelves, though. |
You look closer. Looks like a secret passage! You really shouldn't be that surprised. It's been one of those weeks. You enter the passage. It's dark. You have a mini-flashlight with you, but when you check it, you discover that it has no batteries. You wonder if the doctor has any batteries in his lab. | You look closer. Looks like a secret passage! You really shouldn't be that surprised. It's been one of those weeks. You enter the passage. It's dark. You have a mini-flashlight with you, but when you check it, you discover that it has no batteries. You wonder if the doctor has any batteries in his lab. |
Current revision as of 01:43, 21 April 2009
You're not letting anyone tell you what to do. Besides, you know this place better than any of the villagers do.
After a moment's thought, you dash off towards the laboratory. You get turned around once or twice, and you pass a few looters. Finally, you're at the door. It's wide open. You peer in. The room's a mess. Shelves are knocked down, chemicals are spilled, and there's a distinct ozone smell in the room. The generators at the far end are humming, and your hair stands on end. Most importantly, though, the gurney is empty. The croc-bear is loose!
You hear a shuffling behind you. You peer back down the hall. There it is! It looks at you and growls. You duck inside the lab and slam the door behind you. The creature ambles up to the door and sniffs around, but it can't get in. Finally, it gives up and moves on.
You realize you were holding your breath. You don't want to go back out yet- not until you're sure that thing is gone, so you explore the lab. You find some scribbled notes on the workbenches. Absently, you fold them up and stuff them in your pockets. You move over to the chemical cabinets. Some of the shelves are broken, and most of the vials are knocked over or broken. There's something behind one of the shelves, though.
You look closer. Looks like a secret passage! You really shouldn't be that surprised. It's been one of those weeks. You enter the passage. It's dark. You have a mini-flashlight with you, but when you check it, you discover that it has no batteries. You wonder if the doctor has any batteries in his lab.