Encounterlogs
Karas Odd Encounter Sr Alexander 240413
Kara's adventure begins in an ethereal thrift store, where she is mysteriously abducted amidst her casual browsing and text conversation. Initially disoriented and bound in a sterile, windowless room, she relies on her past experiences and determination to escape her constraints. Utilizing her somewhat forgotten physical prowess, she manages to free herself from her bindings, albeit with some difficulty. Her initial plan to escape through the vent atop a makeshift tower of furniture reveals the futility of her actions when she discovers the door was never locked. However, finding herself without her phone or any means of communication, she resorts to a more desperate measure by attempting to dismantle the vent with a knife she fortunately had hidden in her boot.
Kara’s escape through the vent leads her to a shipping container in the docks, marking her return to freedom. Yet, this freedom is tainted by the mysterious encounter with a man in a suit who, after witnessing her escape, cryptically informs her that her "data has been collected" before advising her to leave and disappearing without another word. Confused yet relieved to have evaded a potentially more dangerous fate, Kara makes her way back towards the town, the man's warning echoing in her mind. This encounter leaves her with more questions than answers, pondering the true nature of her abduction and the mysterious man's intentions. Her ordeal ends not with a resolution but with a deepened sense of unease and the lingering suspicion that her adventure in the thrift store might have been more than a mere coincidence.
(Kara's odd encounter(SRAlexander):SRAlexander)
[Fri Apr 12 2024]
In the wood between worlds
The interior of the building is draped lavishly in clothing of all sorts
and rotary racks pepper the bulk of the available space like multicolored
trees. The walls here are obscured with wood paneling from which hangs can
be attached to display individual items and the floor is likewise hardwood.
The floor plan of the interior of the thrift shop channels customers through
this central location from which the rest of the store can be accessed. The
area is marked with a prominent lamp post doubling as a street sign. The
two paths leading out from it are marked in delicate gold as Witch's Castle
to the north and Cair Paravel to the south. The sections are stocked
primarily with outerwear and formal wear respectively with a transition in
the center. The color scheme changes dark to warm as it transitions to the
south, but is done in whites and silvers to the west.
It is afternoon, about 66F(18C) degrees, and there are a few dark grey stormclouds in the sky.
(Your target is abducted in their sleep, waking up alone in a locked room. They need to either escape or draw attention to them so their allies can come and provide assistance.
)
Kara finds herself in a strange locale, but before we explore that, what was she last up to?
Kara was just idly browsing the racks of the thrift store while she charged up a nifty discussion with a potential...interest via text message. She had barely walked in a looked at the first rack of clothes at Narnia, when...
If she's new to it, should might not have noticed the signs. The patrons clear up. The shuffle of footsteps. A hand grabs around a mouth, a sharp pinch and then nothingness. Maybe there was more than that? Her memories are hazy, like a rough cut in a film and then Kara awakens. But she cannot see. When she moves her limbs she can barely move.
Struggling through a fog is not a new concept for Kara, she's been strapped, restrained, electro-treated, and most of all thorazine'd. The helpless, kidnapped-esque feeling is almost like a mother's warm embrace. When she's able, she starts flexing her limbs to get a feel for what's just happened to her.
The expertise of Kara is well worn. It helps, with the nerves and calm and focus. She can actually feel her binding is a bit loose, rope maybe? With some effort she may be able to get her hands free.
Kara puts forth a groggy struggle, trying to slip her hands from the ropes, and bats blurry eyes open and closed to try to get a feel for where she is, exactly. Struggling against bindings, she scans her surroundings (or captors).
A few moments pass in that struggle, she hears nothing and cannot see either. She feels some fabric on her head, a blindfold perhaps? She almost gets a hand free. Does she use force? Dexterity? What talent allows Kara to slip free?
A few moments pass in that struggle, she hears nothing and cannot see either. She feels some fabric on her head, a blindfold perhaps? She almost gets a hand free. Does she use force? Dexterity? What talent allows Kara to slip free?
Kara is grossly deconditioned after several years of abandoning high school athletics. She has nothing left to show for it but hyperactive wiggling. She murmurs against the mask.
determination wins the day at last. A hand free, snagged and blindfold off she sees the room she's in. Legs bound still with rope. It's a stainless steel wall roomed with a door. There are no windows, but a vent on the ceiling, allowing a flow of stale air. It's warm.
Determination wins the day at last. A hand free, snagged and blindfold off she sees the room she's in. Legs bound still with rope. It's a stainless steel wall roomed with a door. There are no windows, but a vent on the ceiling, allowing a flow of stale air. It's warm.
Trying a classic tactic, Kara calls out a probing, exploratory call, "Hello?" She moves her free hand to start working on the ties of her bound side. "Hello?"
Kara's voice echoes off the metallic walls and soon she manages to wriggle free of her bindings. A table. A chair. A door.
Kara presses her palms down into the floor to stand up, trying to step out of the bindings. If she's able, she moves toward the chair. She still calls out, "help!"
The sound echoes out around her, for a moment, there's nothing, but she is able to make it to the chair, both the table and the chair are not bolted to the floor, moveable.
Kara hefts the chair, seeing if it's light enough for her small frame to pick up. She still tries, "HELP!" as she makes an attempt to lift this rogue piece of furniture.
The voice echoes out again, and the chair lifts, into her hands. It's got a heft, maybe a little awkward to wield but...well. She's got a chair. What might she do with it?
Kara carries the chair over to the table, hoping to set the chair atop the table and slide the whole assembly underneath the air vent. She's not quite sure why, but her initial panic has got her scrambling for ideas.
With the table positioned and the chair atop, Kara could reach it. It looks bolted in, but, perhaps she might be able to pry it open? Or...maybe she has something else in mind?
Observing the fixed nature of the vent, and perhaps her folly... she's forgotten to even try to door in her silly state of panic. She leaves the stacked furniture and crosses the room to work on the obvious exit first. Shaking her head, she takes in the workings of the portal. Can she open it? Kara wonders.
The...handle rattles. Thank god it's locked, that would have been embarrassing. Ah, well, maybe it would be better to get of here. But still!
Kara heaves a sigh, and puts herself to quick thought. Her phone! She pats her pockets, would it even work here?
A tremendous idea! Her phone. She pats her pockets and...oh. Nothing? All of her stuff appears to be gone. A door handle...a vent...a chair...a table? And the clothes on her body.
Kara scrambles to get atop the table and chair, trying to get closer to the vent , despite its relatively secure-looking closure. She takes a closer look at how it's fixed, and for good measure, gives a good shout into the register, "Fire!" Kara screams.
Her voice echoes back at her, hollow, magnetic. As she takes a closer look, her fingers could work into the mesh and pry it open
Luckily for Kara, she brought a knife! She starts working on destroying the grille piece in whatever way possible! Cuts, prying, she's working on it! "Help!" Kara calls, reaching up and thrusting, twisting her knife.
Seems the must have missed the blade in her boot! With work she manages to hack at the notable thin metal material, prying a vent, revealing a whirld fan, and beyond it...fresh air?
Kara hmms thoughtfully, and wonders where her captors must have gone at this point. She scrambles down for the rope or bindings, anything that might jam the fan up from spinning. She gathers a few strips of the materials, and climbs back up. The materials get thrown into the fan experimentally, haphazardly.
The fan snags the rope and binds itself up getting caught. It chugs, and the scent of overheating motor begins to fill the air as it whines. If she continued she could clear it out of the way probably?
Kara attempts that precisely! With the fabric that binds, she starts a heroic heave, working to pull the fan from its housing. At five two, she's not sure what comes after this, but she works and heaves!
Unless she has some acrobatics, or extreme strength, she really puts her weight in to it and almost entirely topples as she pulls the fan out, which crashes towards her and the room and makes a loud sound. Kara likely ends up falling.
To the floor! Kara lands amidst the clatter of furniture and ceiling junk. Checking herself for injuries, she looks back up to survey her handiwork, if any. She winces with whatever smarts her now, but she's loaded with too much adrenaline to really know.
Kara seems mostly alright, she's a bit bruised but it's far from her mind as she lands, and sees above her, freedom. If her captors are near, then, they'll have certainly heard that. All that's left is to get her ass moving.
Scrambling for the furniture tower, Kara sheathes the knife, and realizing the ruckus she's made, she glances at the door, then doubles her pace! She's climbing up now, getting atop the chair ...
(or placing the chair) in whichever orded Kara needs to proceed.
Table. Chair. Up. Grab the open hole and pull herself up! Hope she's got that core strength on lock. With a bit of effort, and adrenaline Kara finds herself atop a...shipping container in the docks. A man stands nearby and presses a button, it looks like he has a phone or...a stopwatch? He turns to walk off after gazing at Kara a moment.
"Hey, wait what?" Kara calls out, panting. "Hey! Who are you?"
The man does not answer as Kara pulls herself on to the roof, it's a bit of a drop, but not too far. The man continues to stride somewhat casually away.
Hoping for the best, and hoping for another blessing of momentary courage, Kara works to lower herself to the man's level, starting by dangling her feet, then allowing gravity to just sort of take over. She looks for any kind of identifier on the man on her trip down.
As Kara hops down the man stops and turns. He is dressed in a suit and regards her quietly a moment. The features whatever she sees right now, will vanish from her mind by the time he departs but it doesn't strike her as unusual in this moment. "Your data has been collected. I recommend you leave."
Kara gives pause, inspects the man, and thinks it may be best to heed the man's advice. She pivots on a heel and runs the opposite direction, looking for a road or for anything that might give her her bearings back.
"Fuck!" Kara calls out, lost for words or reason.
Kara notes she's actually not that far from town. The man disappears.
Kara’s escape through the vent leads her to a shipping container in the docks, marking her return to freedom. Yet, this freedom is tainted by the mysterious encounter with a man in a suit who, after witnessing her escape, cryptically informs her that her "data has been collected" before advising her to leave and disappearing without another word. Confused yet relieved to have evaded a potentially more dangerous fate, Kara makes her way back towards the town, the man's warning echoing in her mind. This encounter leaves her with more questions than answers, pondering the true nature of her abduction and the mysterious man's intentions. Her ordeal ends not with a resolution but with a deepened sense of unease and the lingering suspicion that her adventure in the thrift store might have been more than a mere coincidence.
(Kara's odd encounter(SRAlexander):SRAlexander)
[Fri Apr 12 2024]
In the wood between worlds
The interior of the building is draped lavishly in clothing of all sorts
and rotary racks pepper the bulk of the available space like multicolored
trees. The walls here are obscured with wood paneling from which hangs can
be attached to display individual items and the floor is likewise hardwood.
The floor plan of the interior of the thrift shop channels customers through
this central location from which the rest of the store can be accessed. The
area is marked with a prominent lamp post doubling as a street sign. The
two paths leading out from it are marked in delicate gold as Witch's Castle
to the north and Cair Paravel to the south. The sections are stocked
primarily with outerwear and formal wear respectively with a transition in
the center. The color scheme changes dark to warm as it transitions to the
south, but is done in whites and silvers to the west.
It is afternoon, about 66F(18C) degrees, and there are a few dark grey stormclouds in the sky.
(Your target is abducted in their sleep, waking up alone in a locked room. They need to either escape or draw attention to them so their allies can come and provide assistance.
)
Kara finds herself in a strange locale, but before we explore that, what was she last up to?
Kara was just idly browsing the racks of the thrift store while she charged up a nifty discussion with a potential...interest via text message. She had barely walked in a looked at the first rack of clothes at Narnia, when...
If she's new to it, should might not have noticed the signs. The patrons clear up. The shuffle of footsteps. A hand grabs around a mouth, a sharp pinch and then nothingness. Maybe there was more than that? Her memories are hazy, like a rough cut in a film and then Kara awakens. But she cannot see. When she moves her limbs she can barely move.
Struggling through a fog is not a new concept for Kara, she's been strapped, restrained, electro-treated, and most of all thorazine'd. The helpless, kidnapped-esque feeling is almost like a mother's warm embrace. When she's able, she starts flexing her limbs to get a feel for what's just happened to her.
The expertise of Kara is well worn. It helps, with the nerves and calm and focus. She can actually feel her binding is a bit loose, rope maybe? With some effort she may be able to get her hands free.
Kara puts forth a groggy struggle, trying to slip her hands from the ropes, and bats blurry eyes open and closed to try to get a feel for where she is, exactly. Struggling against bindings, she scans her surroundings (or captors).
A few moments pass in that struggle, she hears nothing and cannot see either. She feels some fabric on her head, a blindfold perhaps? She almost gets a hand free. Does she use force? Dexterity? What talent allows Kara to slip free?
A few moments pass in that struggle, she hears nothing and cannot see either. She feels some fabric on her head, a blindfold perhaps? She almost gets a hand free. Does she use force? Dexterity? What talent allows Kara to slip free?
Kara is grossly deconditioned after several years of abandoning high school athletics. She has nothing left to show for it but hyperactive wiggling. She murmurs against the mask.
determination wins the day at last. A hand free, snagged and blindfold off she sees the room she's in. Legs bound still with rope. It's a stainless steel wall roomed with a door. There are no windows, but a vent on the ceiling, allowing a flow of stale air. It's warm.
Determination wins the day at last. A hand free, snagged and blindfold off she sees the room she's in. Legs bound still with rope. It's a stainless steel wall roomed with a door. There are no windows, but a vent on the ceiling, allowing a flow of stale air. It's warm.
Trying a classic tactic, Kara calls out a probing, exploratory call, "Hello?" She moves her free hand to start working on the ties of her bound side. "Hello?"
Kara's voice echoes off the metallic walls and soon she manages to wriggle free of her bindings. A table. A chair. A door.
Kara presses her palms down into the floor to stand up, trying to step out of the bindings. If she's able, she moves toward the chair. She still calls out, "help!"
The sound echoes out around her, for a moment, there's nothing, but she is able to make it to the chair, both the table and the chair are not bolted to the floor, moveable.
Kara hefts the chair, seeing if it's light enough for her small frame to pick up. She still tries, "HELP!" as she makes an attempt to lift this rogue piece of furniture.
The voice echoes out again, and the chair lifts, into her hands. It's got a heft, maybe a little awkward to wield but...well. She's got a chair. What might she do with it?
Kara carries the chair over to the table, hoping to set the chair atop the table and slide the whole assembly underneath the air vent. She's not quite sure why, but her initial panic has got her scrambling for ideas.
With the table positioned and the chair atop, Kara could reach it. It looks bolted in, but, perhaps she might be able to pry it open? Or...maybe she has something else in mind?
Observing the fixed nature of the vent, and perhaps her folly... she's forgotten to even try to door in her silly state of panic. She leaves the stacked furniture and crosses the room to work on the obvious exit first. Shaking her head, she takes in the workings of the portal. Can she open it? Kara wonders.
The...handle rattles. Thank god it's locked, that would have been embarrassing. Ah, well, maybe it would be better to get of here. But still!
Kara heaves a sigh, and puts herself to quick thought. Her phone! She pats her pockets, would it even work here?
A tremendous idea! Her phone. She pats her pockets and...oh. Nothing? All of her stuff appears to be gone. A door handle...a vent...a chair...a table? And the clothes on her body.
Kara scrambles to get atop the table and chair, trying to get closer to the vent , despite its relatively secure-looking closure. She takes a closer look at how it's fixed, and for good measure, gives a good shout into the register, "Fire!" Kara screams.
Her voice echoes back at her, hollow, magnetic. As she takes a closer look, her fingers could work into the mesh and pry it open
Luckily for Kara, she brought a knife! She starts working on destroying the grille piece in whatever way possible! Cuts, prying, she's working on it! "Help!" Kara calls, reaching up and thrusting, twisting her knife.
Seems the must have missed the blade in her boot! With work she manages to hack at the notable thin metal material, prying a vent, revealing a whirld fan, and beyond it...fresh air?
Kara hmms thoughtfully, and wonders where her captors must have gone at this point. She scrambles down for the rope or bindings, anything that might jam the fan up from spinning. She gathers a few strips of the materials, and climbs back up. The materials get thrown into the fan experimentally, haphazardly.
The fan snags the rope and binds itself up getting caught. It chugs, and the scent of overheating motor begins to fill the air as it whines. If she continued she could clear it out of the way probably?
Kara attempts that precisely! With the fabric that binds, she starts a heroic heave, working to pull the fan from its housing. At five two, she's not sure what comes after this, but she works and heaves!
Unless she has some acrobatics, or extreme strength, she really puts her weight in to it and almost entirely topples as she pulls the fan out, which crashes towards her and the room and makes a loud sound. Kara likely ends up falling.
To the floor! Kara lands amidst the clatter of furniture and ceiling junk. Checking herself for injuries, she looks back up to survey her handiwork, if any. She winces with whatever smarts her now, but she's loaded with too much adrenaline to really know.
Kara seems mostly alright, she's a bit bruised but it's far from her mind as she lands, and sees above her, freedom. If her captors are near, then, they'll have certainly heard that. All that's left is to get her ass moving.
Scrambling for the furniture tower, Kara sheathes the knife, and realizing the ruckus she's made, she glances at the door, then doubles her pace! She's climbing up now, getting atop the chair ...
(or placing the chair) in whichever orded Kara needs to proceed.
Table. Chair. Up. Grab the open hole and pull herself up! Hope she's got that core strength on lock. With a bit of effort, and adrenaline Kara finds herself atop a...shipping container in the docks. A man stands nearby and presses a button, it looks like he has a phone or...a stopwatch? He turns to walk off after gazing at Kara a moment.
"Hey, wait what?" Kara calls out, panting. "Hey! Who are you?"
The man does not answer as Kara pulls herself on to the roof, it's a bit of a drop, but not too far. The man continues to stride somewhat casually away.
Hoping for the best, and hoping for another blessing of momentary courage, Kara works to lower herself to the man's level, starting by dangling her feet, then allowing gravity to just sort of take over. She looks for any kind of identifier on the man on her trip down.
As Kara hops down the man stops and turns. He is dressed in a suit and regards her quietly a moment. The features whatever she sees right now, will vanish from her mind by the time he departs but it doesn't strike her as unusual in this moment. "Your data has been collected. I recommend you leave."
Kara gives pause, inspects the man, and thinks it may be best to heed the man's advice. She pivots on a heel and runs the opposite direction, looking for a road or for anything that might give her her bearings back.
"Fuck!" Kara calls out, lost for words or reason.
Kara notes she's actually not that far from town. The man disappears.