Encounterlogs
Syls Odd Encounter Sr Fayad 240915
Syl's ordinary day quickly turns into a nightmare when an intruder enters her rented room in Harriet's manor while she is absorbed in playing an online video game. The invader, moving with stealth and precision, administers a powerful sedative via a syringe, capturing Syl without a struggle. Before she realizes the danger, Syl is incapacitated and kidnapped, carried out of the manor with such efficiency that the act itself is like a shadow slipping through the night. This abrupt and frightening transition from the safety of her gaming environment to the vulnerability of unconsciousness marks the beginning of her ordeal.
Upon regaining consciousness, Syl finds herself in a cold, dungeon-like room designed for the purpose of restraining and presumably extracting blood from its unwilling occupants. Despite her dire situation, she discovers that her captor has overlooked her personal effects, leaving her with her smartphone, knife, and other belongings. However, the room proves to be signal-proof or is situated too deep underground for any cellular signal to reach. This discovery dashes any immediate hopes of calling for help. The realization that she is expected to willingly submit to the extraction process or face torment leaves her contemplating her next move. Just as Syl assesses her surroundings, a threatening voice over a loudspeaker demands her compliance, hinting at a grim purpose behind her abduction and setting the stage for her to either seek a way out or face an unknown, possibly gruesome, fate.
(Syl's odd encounter(SRFayad):SRFayad)
[Sat Sep 14 2024]
In First Floor Bedroom
This bedroom is a cozy, inviting space with walls painted a soft, warm cream
color. The floor is covered in a plush, deep green carpet that feels soft
underfoot. A large, four-poster bed dominates the room, its dark wood frame
intricately carved with leaves and vines. The bed is dressed in crisp, white
linens and a soft, green comforter that complements the carpet. A small,
elegant writing desk sits in one corner of the room, its surface adorned with
a vase of fresh flowers and a few carefully chosen books. A comfortable
armchair is positioned next to the desk and on the opposite wall, a large
armoire stands. A pair of bedside tables flank the bed, each one holding a
small lamp with a cream-colored shade that casts a warm, inviting glow
throughout the room. Above the bed, a large, ornate mirror reflects the light
from the lamps, creating a sense of depth and space in the room. The windows
are framed by heavy, cream-colored curtains that can be drawn to block out
the light and provide privacy.
It is afternoon, about 76F(24C) degrees,
(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.
)
As Syl plays on her computer, she leaves the apartment door ajar. This is a small oversight that would prove significant. Without warning, a shadow falls across the open doorway. A figure, clad in dark clothing, moves with silent, practiced ease into the apartment. Their presence is almost imperceptible against the backdrop of the town's white noise and the comforting hum of Syl's gaming setup. The figures approach was swift, efficient, and entirely unnoticed by the engrossed gamer.
As Syl's focus remains on Syl's screen, Syl's blue eyes tracking the movements in the game with sharp precision, the intruder creeps up behind Syl. Swift and deliberate, with a quick, practiced motion, they produce a needle filled with a clear, potent sedative. Before Syl could react, the needle is pressed into the delicate skin of Syl's neck.
Syl's killed him and she was singing while she did it. "Know I'm all bite, no bark. Like to catch you way off guard." It wasn't good singing, but it was happy singing, for all that her eyes were cold angry little pits. "I'll stay so deep inside your brain... and take you somewhere far away." The killing had her happy and so as she sung she started to move, jerking her body this way in that to the rythym.
As she often was, she was playing video games; ranked, online, and at a rating that was very good even if it wasn't quite among the best. Villain, by KDA played loudly in the background drowning out her own singing.
Syl hadn't been in an apartment. She had been in Harriet's manor, in the room she was renting, but her door was ajar all the same.
Syl had a gaming computer. Usually that computers soft RGB lighting would light the area near her. Yet it wasn't light near her now. The light from her PC wasn't quite right. It was there, but fainter. Swallowed up. The cause rested on an iron claw that was set on her desk where a deep, blood-red gemstome was set. So the room was only very faintly illuminated.
Syl didn't notice a shadow coming from behind or hear the sound of the footsteps approaching. By the time she was aware she was in danger, the syringe was already in her neck.
Sharp, the sting of the needle distracts Syl from the game as the figure steps back on quiet, cat-like feet. The world around Syl begins to blur and tilt, the once-vivid colors of the game blending into a haze of indistinct shapes and shadows. The warmth of the room seems to dissipate, replaced by a creeping chill that mirrors the weather outside as autumn replaces summer. Syl's movements become slugggish and uncoordinated as the sedative takes hold. The intruder waits for Syl to go limp upon Syl's chair, something that does not take long. Carefully lifting Syl, they carry Syl's slack and unresponsive body out the nearest window, opening it and then rappelling one-handed down the side of the manor.
Syl can feel herself being carried down some flights of stairs, seeing the vagueness of a heavy, metal door. The figure retrieves a key and unlocks the door with a resonant clank, swinging it open and revealing a small, stark room. There's a chair here, similar to a dentist's were it not for the straps to restrain a 'patient'. Laid up upon the bed, Syl finds it devoid of warmth - bare concrete walls and a single dim lightbulb illuminate this dungeon. The door closes with a final, echoing thud, and the lock clicks into place with an audible snap - Syl swims back into full consciousness, still not strapped down, but certainly held against Syl's will in an unknown location.
Syl comes to in the stark room not unlike a dentist's office. Her first thought is to check herself over. Her techwear getup is a many pocketed thing - many more pockets than anyone would ever need. She keeps things in those pockets, most notably in this situation, she is searching for her smartphone and knife. It seems to her a slim hope that someone who took the time to sedate her and carry her away wouldn't have taken her things from her as well, but she holds out hope.
As she checks her pockets she tries testing how with it she is, attempting to sit up in the chair if she can, and trying to get a better sense of where she is and what she might have available to her.
Signalproofed. Or at least deep enough nothing penetrates. Figures, when it comes to Syl's smartphone. Syl has been permitted, against all odds, to keep every single one of Syl's other possessions on her. The room is largely bare, but in the corners Syl discovers a small grated loudspeaker, a few air vents - too small for transit - and many tubes and phials. The labels indicate that they are for the storage of blood. Judging by the medical-grade chair, the straps, and the equipment, it seems like someone brought Syl here in order to harvest Syl's blood safely. This isn't exactly a plasma donation office, but it'll do - and since the speaker crackles into life, a gruff hoarse voice echoing, "Strap yourself down and cooperate, demonblood, and you will be released shortly. If you refuse to cooperate, we will make you suffer for our benefit, and then take what we desire in the end."
Upon regaining consciousness, Syl finds herself in a cold, dungeon-like room designed for the purpose of restraining and presumably extracting blood from its unwilling occupants. Despite her dire situation, she discovers that her captor has overlooked her personal effects, leaving her with her smartphone, knife, and other belongings. However, the room proves to be signal-proof or is situated too deep underground for any cellular signal to reach. This discovery dashes any immediate hopes of calling for help. The realization that she is expected to willingly submit to the extraction process or face torment leaves her contemplating her next move. Just as Syl assesses her surroundings, a threatening voice over a loudspeaker demands her compliance, hinting at a grim purpose behind her abduction and setting the stage for her to either seek a way out or face an unknown, possibly gruesome, fate.
(Syl's odd encounter(SRFayad):SRFayad)
[Sat Sep 14 2024]
In First Floor Bedroom
This bedroom is a cozy, inviting space with walls painted a soft, warm cream
color. The floor is covered in a plush, deep green carpet that feels soft
underfoot. A large, four-poster bed dominates the room, its dark wood frame
intricately carved with leaves and vines. The bed is dressed in crisp, white
linens and a soft, green comforter that complements the carpet. A small,
elegant writing desk sits in one corner of the room, its surface adorned with
a vase of fresh flowers and a few carefully chosen books. A comfortable
armchair is positioned next to the desk and on the opposite wall, a large
armoire stands. A pair of bedside tables flank the bed, each one holding a
small lamp with a cream-colored shade that casts a warm, inviting glow
throughout the room. Above the bed, a large, ornate mirror reflects the light
from the lamps, creating a sense of depth and space in the room. The windows
are framed by heavy, cream-colored curtains that can be drawn to block out
the light and provide privacy.
It is afternoon, about 76F(24C) degrees,
(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.
)
As Syl plays on her computer, she leaves the apartment door ajar. This is a small oversight that would prove significant. Without warning, a shadow falls across the open doorway. A figure, clad in dark clothing, moves with silent, practiced ease into the apartment. Their presence is almost imperceptible against the backdrop of the town's white noise and the comforting hum of Syl's gaming setup. The figures approach was swift, efficient, and entirely unnoticed by the engrossed gamer.
As Syl's focus remains on Syl's screen, Syl's blue eyes tracking the movements in the game with sharp precision, the intruder creeps up behind Syl. Swift and deliberate, with a quick, practiced motion, they produce a needle filled with a clear, potent sedative. Before Syl could react, the needle is pressed into the delicate skin of Syl's neck.
Syl's killed him and she was singing while she did it. "Know I'm all bite, no bark. Like to catch you way off guard." It wasn't good singing, but it was happy singing, for all that her eyes were cold angry little pits. "I'll stay so deep inside your brain... and take you somewhere far away." The killing had her happy and so as she sung she started to move, jerking her body this way in that to the rythym.
As she often was, she was playing video games; ranked, online, and at a rating that was very good even if it wasn't quite among the best. Villain, by KDA played loudly in the background drowning out her own singing.
Syl hadn't been in an apartment. She had been in Harriet's manor, in the room she was renting, but her door was ajar all the same.
Syl had a gaming computer. Usually that computers soft RGB lighting would light the area near her. Yet it wasn't light near her now. The light from her PC wasn't quite right. It was there, but fainter. Swallowed up. The cause rested on an iron claw that was set on her desk where a deep, blood-red gemstome was set. So the room was only very faintly illuminated.
Syl didn't notice a shadow coming from behind or hear the sound of the footsteps approaching. By the time she was aware she was in danger, the syringe was already in her neck.
Sharp, the sting of the needle distracts Syl from the game as the figure steps back on quiet, cat-like feet. The world around Syl begins to blur and tilt, the once-vivid colors of the game blending into a haze of indistinct shapes and shadows. The warmth of the room seems to dissipate, replaced by a creeping chill that mirrors the weather outside as autumn replaces summer. Syl's movements become slugggish and uncoordinated as the sedative takes hold. The intruder waits for Syl to go limp upon Syl's chair, something that does not take long. Carefully lifting Syl, they carry Syl's slack and unresponsive body out the nearest window, opening it and then rappelling one-handed down the side of the manor.
Syl can feel herself being carried down some flights of stairs, seeing the vagueness of a heavy, metal door. The figure retrieves a key and unlocks the door with a resonant clank, swinging it open and revealing a small, stark room. There's a chair here, similar to a dentist's were it not for the straps to restrain a 'patient'. Laid up upon the bed, Syl finds it devoid of warmth - bare concrete walls and a single dim lightbulb illuminate this dungeon. The door closes with a final, echoing thud, and the lock clicks into place with an audible snap - Syl swims back into full consciousness, still not strapped down, but certainly held against Syl's will in an unknown location.
Syl comes to in the stark room not unlike a dentist's office. Her first thought is to check herself over. Her techwear getup is a many pocketed thing - many more pockets than anyone would ever need. She keeps things in those pockets, most notably in this situation, she is searching for her smartphone and knife. It seems to her a slim hope that someone who took the time to sedate her and carry her away wouldn't have taken her things from her as well, but she holds out hope.
As she checks her pockets she tries testing how with it she is, attempting to sit up in the chair if she can, and trying to get a better sense of where she is and what she might have available to her.
Signalproofed. Or at least deep enough nothing penetrates. Figures, when it comes to Syl's smartphone. Syl has been permitted, against all odds, to keep every single one of Syl's other possessions on her. The room is largely bare, but in the corners Syl discovers a small grated loudspeaker, a few air vents - too small for transit - and many tubes and phials. The labels indicate that they are for the storage of blood. Judging by the medical-grade chair, the straps, and the equipment, it seems like someone brought Syl here in order to harvest Syl's blood safely. This isn't exactly a plasma donation office, but it'll do - and since the speaker crackles into life, a gruff hoarse voice echoing, "Strap yourself down and cooperate, demonblood, and you will be released shortly. If you refuse to cooperate, we will make you suffer for our benefit, and then take what we desire in the end."