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Grim


DoctorKaizeld

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Go back to the cell and get the rifle. You may not be able to use, but someone else you encounter may be able to teach you and if we find an armory we may be able to get more ammunition. The rifle, baton and garrote are not mutually exclusive. And if the rifle needs a sling, there are clothes in the cell and the hall with which to make one. But if we must leave the rifle behind, destroy it so it is not usable against you later (use it like a bat against the door jam to break it in two and then start a fire and stick the barrel end into the fire or take the barrel end with you so the two parts are separated).

 

Now an inventory check. Rifle (which we are unfamiliar with and for which we have no ammunition to reload once empty), baton, garrote. Wearing body armor, two belts, trousers, shirt and boots. In our pocket we have two keys, three gold coins, three ID badges (assumption), and the laces from two pairs of boots (I assume that you took them, if not, go back and get them. Cordage is a lifesaver). In the cell, we left body armor, a pair of boots some, miscellaneous clothing and a pile of bloody rags. In the hallway, we left a pair of boots and some miscellaneous clothing.

 

Are we missing anything?

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Sam returned to her cell and grabbed the shoe laces from the boots and put them in her pocket and picked up the Rifle. She attempted to make a sling for it but couldn't find a good means of tying it and decided to simply carry it. She went back to the hallway and grabbed the laces from the boots the female guard had. Sam isn't sure how to start a fire with the items she has.

 

Inventory check:

Hands
+Rifle (unknown)

Security Shirt (Button up)
-Kevlar Vest
+Empty Breast Pocket
+Empty Breast Pocket

Security Slacks
Pocket (Bloody Garrote)
Pocket (3 gold coins, 3 ID Cards)
Pocket (Belt, 4 Shoe laces)*Full*
+Belt
++Baton Holster
+++Baton
++Empty Pouch
++Empty Pouch

Security Boots (12 US Mens)

 

(DM Note: Remember at any time you can check Sams Inventory or Status by request, i won't make you back track to double check this stuff. Also i can provide a 'Map Inventory Check' as well which will list what items are in what rooms but only items Sam is aware of... again because this game is complicated enough i won't make you back track to find stuff. To discuss the game with the DM or other players use this thread: https://forums.nexusmods.com/index.php?/topic/5137780-grim-a-choose-your-path-text-adventure/)

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Now let's go back to the other cell and check the view again.

 

If nothing has changed and it is possible to open the door, open it HARD. Bounce it off the wall and position yourself against the wall on the side with the doors hinges, baton at the ready.

 

If someone comes out and attacks you, use the baton on the knees, hips, elbows and upper arms. DO NOT attack the head or torso. We need someone we can ask questions of.

Edited by PoorlyAged
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Sam moved back to the cell across from hers. The door was a sliding one so there weren't any hinges. Standing to one side she set the rifle down and drew her baton. Grabbing the cell door she pulled it open as fast as she could. Surprisingly it didn't seem to have been closed all the way. She waited a few moments. Nothing came out.
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Listen carefully for sounds from inside the room. Especially breathing. Slamming the door open should have startled anyone inside and hit them with a rush of adrenaline. They will be breathing fast and shallow. Also listen for shuffling of feet as adrenaline makes people antsy.

 

PS. I like the new picture.

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Sam bolted into the room, crossing to the other side she placed her back to the wall. The room was empty except for the pedestal and the broken pot. The room was darker then both the hall and her cell. Her injured foot and knee as well as her arm started to warm.
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