Toys, toys, for all bad boys

All the good girls carousing

The Vault, Somewhere, Sunday Morning
dungeon: overview
not_a_whiner
The vault door stood large and broad in the hallway - so large and broad that it was as if the corridor itself had had to grow several sizes to accommodate it. It was a dark red, and its surface was almost completely smooth but for the slots where three keys would fit.

It exuded quiet menace.

[ hold on for the ocd up! ]
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Dungeon Residential Camps, Somewhere, Sunday Morning
dungeon: overview
not_a_whiner
The dungeon had shifted again overnight.

This time it was different, however: no new corridors were formed, no new rooms were opened. One camp's corridor led into another's led into another's, and from there, a path straight forward towards the vault. It would not be hard now for the Fandomites trapped inside to meet and congregate.

Was the Toymaker making it easy on them? Possible. But not very probable.

[ camp one | camp two | camp three | ooc ]
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Twisting Paths of the Dungeon, Somewhere, Saturday
dungeon: overview
not_a_whiner
Some paths were lit. Some paths were dark. Some paths slowed you as you walked - but in a way only noticeable by comparison. All paths led to the vault. All paths led, eventually, to the rooms.

None of them led outside, which was a pity, really.

[ winding pathways | medieval times | the nothing | personal ghosts | the blasted heath | free space | ooc | please mention your camp's name in your ooc note if it's an open ping! ]
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Dungeon Residential Camps, Somewhere, Saturday
dungeon: overview
not_a_whiner
And then the pathways slammed shut.

Oh, not all of them. Most of them simply rearranged themselves. But whatever had connected each camp to another had been violently stripped away. They were alone now, and they were easy prey. At least the winds had settled down...

The maze had grown more erratic, however. Instead of speeding up time for all, it was now slowing it down at random in different places. Anyone caught in a sudden bubble of it would find themselves slowing down compared to the rest of the world. Awkward.

[ camp one | camp two | camp three | ooc | note: feel free to mod knowledge of sholeh's gremlin key, dean's unicorn key, and the vault. ]
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Twisting Paths of the Dungeon, Somewhere, Friday
dungeon: overview
not_a_whiner
Wind roars through these hallways - sometimes here, sometimes there. When it passed through, it blew out torches that took several minutes to light again: enough time for a grue to grab the unsuspecting people suddenly blanketed in shadow.

Still, it might be worth venturing out into the halls. The roads to each camp were open.

[ winding pathways | rapture | dinosaurs | mario | gLitCH | FREE SPACE | ooc ]
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Dungeon Residential Camps, Somewhere, Friday
dungeon: overview
not_a_whiner
A strong wind tore through the hallways. Inside the camps, it was only audible: no breeze flicked into the large chambers themselves. Outside them, though, torches would flicker on and off on their own whim, exposing the dungeon's residents to errant grues.

There was something to be celebrated, though: when the maze shifted overnight, its paths crossed and connected all three camps. Time for a reunion.

[ camp one | camp two | camp three | ooc as of yesterday, everyone in camp 1 is free to assume they know about the first key and the vault. ]
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Twisting Paths of the Dungeon, Somewhere, Thursday
[neu] close up on the eyes
makemyownway
The pathways of the dungeon had changed overnight. Anyone who had stayed in a room beyond their welcome had found themselves booted out back onto the hallways that belonged to their camp and feeling pressed down by the sudden increase in gravity. The doors of yesterday had closed. Other doors had now opened.

And other routes.

[ pathways | gremlins | space battles | room of the past | flooded room | free space | strange vault | ooc NOTE: room doors not belonging to your camp will lock when you enter. so please designate whether you're from camp 1 or the joint camp 2/ camp 3 ]

Dungeon Residential Camps, Somewhere, Thursday
[neu] close up on the eyes
makemyownway
On the third day (or the fourth, depending on where you were currently huddled), the Toymaker cracked his knuckles and got to work: hallways shifted again, and groups that had been able to interact were cut off again. Gravity grew heavier to make it harder to walk, to run, to find the energy to move around.

The maze shifted again, and those trapped inside would have to see what new surprises awaited them today. The Toymaker wasn't done playing with them, even as their numbers began to dwindle. No, not at all.


[ camp one | camp two | camp three | ooc ]

A Maze of Rooms and Winding Pathways, Somewhere, Wednesday, Day Two of Two
dungeon: overview
not_a_whiner
The rooms hadn't shifted overnight. Neither had the various paths.

One might be excused for thinking that meant the dungeon had stabilized.

Still, new day, new chances, right?

[ winding pathways | weapons locker | zombies | emotional baggage | weeping angels | free space | ooc NOTE: Upon entrance by either people from the joint camp 1/2 or camp 3, each room locks itself from access by the other camp until all the people inside exit again. If you want to open your ping up for someone else from your camp to join you, mention your camp number in the OOC. ]]
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Dungeon Residential Camps, Somewhere, Wednesday, Day Two of Two
dungeon: overview
not_a_whiner
At Fandom, the sun reached its highest point in the sky. Down (or was it up?) here in the dungeon, a next day broke, each hour occupying the space of only half. It was only noticeable to those with keen senses, or those who might've kept an eye on the fireplaces: the figurines had switched places again as night changed.

Well. It might have also been noticeable to anyone who'd wandered into a room with a sky and a visible sun.

[ camp one | camp two | camp three | ooc | day one ]
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