Wake up Plot in The Nth Dimension | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Wake up

The party wakes up from their cryostasis pods and must complete the tasks set in front of them.

Plot points/Scenes

Scene 1 S The first thing you feel is the cold. You're cold, really cold. Next you begin to hear a muffeled beeping, release of some form of gas then hurried footsteps. A rotational sensation overcomes you. Eventually vision kicks back in. A fog clouding your vision begins to clear. (Perception (12) you see a shadowed figure dissapear). You come to your senses and realise you're emerging from a pod like container. You see another similar conatiner positioned opposite you. Looking around reveals an unaturally plain white square room. In the centre of the room on a non-descript white pedestal, lies a red button. On the furthest wall a notice is clearly labeled in black Helctivia letters. It reads "press the red button".   The pedestal sinks into the ground and then a second later emerges. atop lies five identical buttons. "press the cold button". Four buttons are searing to the touch, one is pleasently cool.   Sinking and raising for a third time now is a pedestal with a blue button a red button and a yellow button. (spoken) "press the red button twice then the yellow button once".  
  Scene 2 I The room seems to almost fade and distort , suddenly snapping back. In place of the pedestal is three buttons labelled A, B and C, on the far side of the wall is a door. "in the other room are three bulbs red, green and blue, each button corresponds to a bulb. Deduce which bulb is which then select your answer using the pads below each bulb, once the door has been opened the buttons will dissapear"
  Scene 3 M A sickening feeling overcomes you once more as your vision fades and clears. This time a disk floats above a chasm in the floor. The disk continues to shrink inch by inch, resting atop the disk is a small robot making an alarmed beeping sound.  
  Scene 4 P Grasping the robot the two of you shift. A long corridor lies ahead. Behind you hear a crackle. Hastily moving towards you encompassing the room is a field of electricity. Your bare feet collide against the cool tough floor. Only barely keeping up with the field mere metres behind. You begin approaching as chasam. Suddenly the corridor ends with a wall with four handprints on it. The wall seems to be opening like a door but it is extremely heavy. Passing the door you proceeded on. As you do a tile compresses beneath your feet. Two spinning horizontal blades come out from the walls.   However it seems this wasn’t the only thing that was triggered as the electric field encompasses you. And the room becomes blurry and focused once more.  
    Scene 5 L You both recognise this room. The single hole in the floor remains but with no disk. A single command is uttered. Please Dispose of the robot.  
    Scene 6 E Next you see three columns, resting on two of them is a short rod, on the third a futuristic pistol. Outlined around one rod is the shape of a katana. The other seems to have sparks, bolts and various other things coming out of the end. (Make three item sheets with pictures)   Once you both pick you’re placed in a blank square room, spare for two robots. A larger one with a glowing hand shaped into a baton, and a smaller one with a cannon shaped arm. As the body of the second bot collapses. A white gateway appears in the wall. On top of the gateway is a symbol. Congratulations you have completed the sensory intelligence morality physical lawful encounter test. Please pass through the gateway.  
  Scene 7 corridor This time The room is only illuminated by the glow of the gate you just passed through. You make out the shape of a few tables and white boxes. A singular door is the only exit.   Opening the door you emerge to a hallway. (the door read simple test) The corridor spans to the left leading to a right hand turn. And to the left where the corridor splits into two pathways.   Either way they turn it leads to more just doors. With various test facilities. Difficult test, 00002-00014, BAST (basic armed strategy training), storage 04,   Aldstone Turning the corner you bump into a figure in a pristine white jumpsuit, with a surgical mask, a name badge Aldstone is pinned to the fabric. Erm, hello there, wh-who what are you doing down here. (not really certain) Well if I was you I would just speak to the receptionist in the main lobby, He gives basic directions.   The directions were not exact needing to rely on hologram signs for most of the journey. You receive a few odd glances but no one stops you as you make your way to the reception.   Amelia Behind a large desk sits a Woman with an auburn bun and the most beautiful blue eyes. “Hello welcome to Polylocus, My name’s amelia how may I help you”. Directs you to the director. Please step to the circle on the floor. Standing on the circle just as in the test chamber your vision blurs.  
  Scene 8 Director You reappear outside an blank door. Inscribed on the door is a large rune. “Come in”. You walk into a nondescript but somehow significant office. Kora A woman with wavy hazel hair wearing a blue turtleneck, sits behind a curvaceous white desk with a chess board built into it. Dark Lenses appear to float on her face covering her eyes. She sits bolt upright startled, “who are you, You don't seem to be from around here”. She describes Polylocus ect and talks about the world. Points to include
  • Year and brief history
  • SIMPLE test
  • Polylocus
  • Loci
  • Much too early
  • Rook’s
“Well I guess I should give you all a little time to adjust and get used to the future”
Related Locations

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!