Thursday, December 13, 2012

The Collector's Lair

Collection

Police are slowly giving up as a dangerous sociopath continues to abduct and kill victims across the state of Maine. The ones kept alive have special talents, and are part of his collection, kept to entertain him as time drags on. [LAST TRY.]

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This topic is an Out Of Character part of the roleplay, ?Collection?. Anything posted here will also show up there.

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Forum for completely Out of Character (OOC) discussion, based around whatever is happening In Character (IC). Discuss plans, storylines, and events; Recruit for your roleplaying game, or find a GM for your playergroup.
I have tried to find some pictures for this, but I have found none that match the images in my mind. So I am going to try and explain this as well as I can to you.

The Collector's lair is a warehouse, a large one, abandoned in the middle of the forest near the coast. These woods stretch for miles and have been unmarked by human hands for a long time, s it was one the perfect places for the Collector to hide. Inside the warehouse, it is dank and dark with cracked boards. But underneath, you will find clean, expensive looking rooms where the Collector and his helper sleep along with a kitchen near the second level doorway leading to where the victims are kept. Another story down, you will walk into a room with unbreakable glass that has speakers, control panels with buttons to control doors and other parts of the rooms, and cameras and video screens to monitor cells and other parts of the warehouse. The door is solid iron, and only the Collector and his helper have a key to lock and unlock it.

Beyond that small control room is a long hallway, with eight cells, four on each side. Each cell is small, but big enough to hold a bed, a toilet with a curtain around it, a sink, a table with a chair, and a rack with clothes on it. Each cell has a video camera placed at the top left corner near the door, aiming itself on the entire cell.The cells have solid, thick iron doors that can only be opened by the control room or one of the keys or a secret code number by the Collector and his helper, and have little mail box like openings on the bottom for meals to be delivered without opening the doors. There are bars on each side of the doors at the very top, and can only be seen out of using a chair to stand on top of. The walls inside this entire area are solid, dark colored concrete and is kept clear of mold and other foul or ill causing substances as the Collector is a very clean man. Showers are in a seperate room at the end of the cell block hallway, long with another special room that the Collector uses for torture or punishment. (I'll let the collector's player come up with the appearance of that room.) And to top it off, each Cell has a golden plaque at the top near the dim light that reads 1) Never try to escape 2) Never use physical violence against me, and 3) Never call out for help.

Out to the left of the left hand cells near the control room is a room with a bright light on the ceiling. It has four stations. One has a desk with a very expensive looking computer on it, and has no internet access and only word on it. This is on a fine, wood desk with a comfortable chair. Then, there is another desk filled with paper, pencils, paints, and other artistic utensils as well as an easel next to it. Third, there is a chair with a stack of song books with a microphone in front of it and a small pair of speakers near the chairs as well as a tape recorded on the microphone itself. Lastly, there is a large grand piano at the back of the room with a microphone taped to the top of the piano and sheet music lined up across the shelf above the keys. Each chair is chained to the ground, where there are shackles made for the ankles in case the Collector feels a need to restrain his victims. This room is called The Meeting Room.

To escape, you have to go up two floors. You have to make it through three main doorways. The control room, the second level, and then the third level doors with a key or a code that allows the doors to open. The nearest town from that warehouse is over ten miles away, and along the way there are too icy cold rivers shifting with ice. To leave, is almost impossible.

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