Bridger A Walker
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SURVIVAL DIFFICULTY:

Class amended

  • {$one}
  • cronological distortion
  • phychological hazard

ok, so we finally got it to upload. we were having a lot of trouble with file dekay and stuff so if things are glitchy, that's why.

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a typical campsite

Description

an abandoned campground in surprisingly good condition, a serene snapshot of nature's gentle reclaiming. The gravel paths are clear, softened by a light cover of pine needles and small, delicate plants that have taken root in the cracks. The fire pits are clean and well-maintained, their metal surfaces showing no signs of rust, with ZjbMj1725987332.pngneatly arranged stones around them. Though untouched for some time, the picnic tables are still sturdy, their wood showing only a hint of weathering. They sit invitingly beneath the shade of tall, mature trees that provide a lush canopy overhead. The surrounding area is well-kept, with grass and wildflowers dotting the landscape, giving it a sense of natural order. A wooden sign marking the campground stands tall and clear, with only minor signs of aging.

when entering the level you wake up in a tent with a can of tuna (supposedly produced by the bay) and a bottle of almond water. As soon as you leave your tent it immediately collapses behind you and decays away to nothing. suppose you drink the almond water or eat the tuna the container rusts and disintegrates in your hands. you go down a small trail and enter a bay.

the bay seems to be infinitely looping around you and you can never go to the end. you realize that a small boat has appeared. the boat is about 15 feet long and has a motor. it is very similar to a frontrooms boat. you download-3.pngkeep walking and think nothing of it after about 5 minutes of walking you realize that these "boats" have filled the bay, as if wanting you to leave. you walk back down the path that you came to the bay on because it's getting dark. As soon as the sun sets (it was a beautiful sunset) you start hearing the pittering of entities running around. after a little bit, you hear Meg agents screaming into their radios "HELP! THERE COMING FOR US! PLEASE! HELP!", you hear the ripping of flesh and more screaming. you are now scared for your life go to the noise but find nothing there. you try to fall asleep. you check your watch and realize it's been 8 hours since the sunset! it should be daytime by now. you finally fall asleep. you wake up basked in a deep fog. you go down the trail to the bay and all the water is gone. the ground is cracked and there are rotting husks of boats lining the empty bay. you walk back to thedownload-2.png main campground and start hearing entities suddenly a skin stealer begins ripping you apart. you try to resist but can't. the pain is unbearable!
darkness, then your in the tent again.

Bases, Outposts and Communities

there once was a MEG Outpost but on the second night, they disappeared. here is a transcript of the last transmission:

AGENT 284:the sun is going down
OPERATOR: How does it look?
AGENT 284:oh man it's beautiful! its li-SHKKKKKKK red and ora-FFFFSHKKKK
OPERATOR: sounds like you're breaking up I'm gonna get another guy on the line
OPERATOR2: hello do you copy?
AGENT 284:KSHRRKKKKKKK

chronological distortion

"The campsites" display bizarre properties where objects decay rapidly for no apparent reason, crumbling to dust in moments. Structures like chairs and tents collapse unpredictably, while things like roads and tables remain inexplicably stable. This creates a disorienting contrast where some elements degrade swiftly while others defy the passage of time. The environment seems governed by an arbitrary logic, making navigation both fascinating and perilous.

Entrances And Exits

Entrances

fall asleep in tents on any level.

Exits

use a boat where you will get to Crab Island or other various sea levels, some trees when climbed send you to other levels.


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