Checklad

Samson route

Jun 11th, 2015
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  1. Prologue:
  2.  
  3. You awake, you feel a pressing cold metal around your neck as you try to understand where you are through your headache. It takes a while for your eyes to get used to the darkness around you, but as you do: you seem to not be the only person present as there are five others whom appear to be just as confused about the situation as you are. Then a short sound is played, a sound reminiscent to how announcements start at train stations. “Dear travellers, that’s you, the train heading fo-” as a cracking interrupts the briefing for a good few minutes before continuing as if nothing happened. “-use it doesn’t work, but please refrain from doing so, thank you. Now. You are surely confused as to whom I am: well, you can call me the... Conductor? Who *wrote* this crap?” As you hear papers being moved from wherever the announcer is as mumbling can be heard. “I suppose you can call me that after all, seems fitting.”
  4.  
  5. “Regardless! You best start looking around for whatever may help you: also, your objective is whatever you find. It’ll make sense, I think.” Then it hits you, you heard about it before: these ‘Games of Fun’, they were all over the media for the past months. Not just the incident orchestrated by Ned Logan that started it all: but also the many copycats that have started their own games through kidnapping or inviting others to play in such games ‘for fun’; there have even been talks about new vigilantes and mercenaries that specifically hunt down these copycats and their games. The authorities have called a national emergency, but nothing seems to stop them. Now, it seems: you are part of one of these games.
  6.  
  7. Suddenly, you are blinded as several lights turn on all around you: as your eyes stop blinking from the sudden change in light level, you seem to find yourself in an old; abandoned train station. Your eyes did not deceive you when you spotted five other people in the darkness, however you did miss a person that lay close to the six of you. Wearing an orange jacket and a light blue cap, however: judging from the way the person is lying on the floor, the fact that he is not breathing and the bullet hole through the back of his head it appears he is dead. You feel kind of uncomfortable, and it looks like you’re not the only one: so you leave the body alone.
  8.  
  9. For now, you believe it is best for now to do as the ‘Conductor’ says, as looking around for things that might help you seems to be the best thing to do regardless of everything else and it appears you are not alone in thinking like this as the others appear to also go their separate ways in finding whatever might help them. You feel a wave of emotions as you see four others leave to various stores, leaving you alone with one other person (SSVD): you decide it’s too much of a bother to be friendly to him and you leave him with the corpse as you make your way to a small shop that advertises ‘natural’ medicine.
  10.  
  11. Casually strolling through the shop, you notice a lot of things that ‘cleanse the soul’ or are ‘radiation free’: but it doesn’t strike you as particularly useful. On display is a small box that reads ‘for the player’, you pick up the box and open it to reveal the contents: two coins with a train on them; a drug pill; something that helps the taker ‘lose weight’ through the elegant way of barfing as well as a little bottle of crystal clear liquid that will stop anything that upsets the stomach. There is also a train ticket which reads “Slothful: do not intervene or take action during a night”, you wonder what that exactly means.
  12.  
  13. Content that you didn’t had to use so much energy, you hear the speakers crack again: “would all passengers be so kind as to move to platform one, your train will leave in approximately ten minutes! Don’t forget your train ticket!” You head there at your own pace.
  14.  
  15. Inventory:
  16.  
  17. 2 Tokens
  18. Hallucinogen Type 3: This weird drug makes the target act irrationally agressive and unpredictable, if it weren't for the fact that it's fake.
  19. Antidote: Automatically consumed if drugged or poisoned, cancels those effects. You will be notified when it is used, but not whom did it or what item was cancelled.
  20. Poison: Tracks the locations of all players in real time.
  21. Objective: Slothful: Do not intervene or take any action during a night.
  22.  
  23.  
  24. Actions night 1
  25.  
  26. Day 1 Action PM- Samson (Shotgun_Diplomacy)
  27. Allies- Daniel (Avebone)
  28. Enemies- Dekachin
  29. Neutral- The rest
  30. Samson plans to visit the Lower Storage Room. He is mainly looking for a weapon. He will not attack Deka if he does not have a weapon. He will not attack Deka if Charles(Fuwante) or Nora is in the same room.
  31. Mental State:
  32. Samson is slightly pissed off at Deka.
  33.  
  34.  
  35. Night 1
  36.  
  37. Waking up and exiting the third coupé, you see Deka and Charles are already up, much to your dismay. Eventually, you are joined by Nora and Daniel before the speaker starts cracking louder as the Conductor starts talking, “Please make your way to the next sleeping arrangements! I cannot guarantee that it is safe to stay in this wagon!” A hidden door opens up, since everybody seems to be either apathetic or unsure you decide to investigate: it appears to lead to the lower storage room, and as you say so much, Nora walks up to you to join you whereas the others remain in the common room. Entering the storage room, the two of you look lazily around: you because you have to, Nora because she’s just like that.
  38.  
  39. Looking around the dark room for a light eventually proves to bear fruit as you manage to snip on a small light bulb that is hidden behind an empty closet. The two of you start looking around for whatever may be here, neither of you seem to have any desire to be aggressive at least. Eventually you find a bottle of wine and you offer Nora to take a drink with you, she agrees: not necessarily because she likes you. “Hey, guy.”
  40.  
  41. “I have a name, it’s Samson.” You reply to Nora, “yeah, sure, good for you. What’s your objective?” you’re perplexed by this question, but also kind of amused. “I won’t tell you.” “ok.”
  42.  
  43. Well that was awkward, you think as you drink from your wine bottle: thinking that the bottle might prove useful should you need it. Nora however, seems to have no desire to drink wine, or to find anything: though there isn’t a whole lot in this room anyway. You wonder what the others are doing right now. Then Nora speaks up, “I found this.” As she holds up some kind of cassette, “you know what this is?”
  44.  
  45. “Wouldn’t know to be honest.” Nora doesn’t seem happy with the answer, she hands it over to you and you read the label: ‘Game3 +’, it only serves to confuse you further. “Well, I’m clueless.” But Nora doesn’t seem to react as she takes it back.
  46.  
  47. “It’s a cartridge for a gameboy.” Nora states, “how you know?” “I just do.” “too bad we don’t have a gameboy then.” “meh.” and with that, the two of you stand up and head towards the second common room.
  48.  
  49. Inventory:
  50. 2 Tokens
  51. Hallucinogen Type 3: This weird drug makes the target act irrationally agressive and unpredictable, if it weren't for the fact that it's fake.
  52. Antidote: Automatically consumed if drugged or poisoned, cancels those effects. You will be notified when it is used, but not whom did it or what item was cancelled.
  53. Poison: Reduces combat rating with 2
  54. Bottle: CR 1; Hands 1; 1 use; can be a secondary weapon; breaks into a broken bottle upon use
  55. Objective: Slothful: Do not intervene or take any action during a night.
  56.  
  57.  
  58. Day 2 Action PM - Samson (Shotgun_Diplomacy)
  59. Allies: Daniel
  60. Enemies: No one
  61. Neutral: Everyone else
  62. I plan on completing my objective. When everybody leaves I will lock myself in the room I sleep in and audibly start groaning "Arrrgh I feel sick". When everybody is finished with searching, I will unlock the door and hold my stomach saying “I think I was poisoned but I had a good rest and feel much better.”
  63. Mental State:
  64. I am wary of Deka and Ewig.
  65. Like: Daniel
  66. Dislike: Ewig
  67.  
  68.  
  69. Night 2
  70.  
  71. “So you little travellers are bored, are you now?!” The Conductor shouts through the speaker, causing the speaker to crack even more than usual, “Well I’ll make it more entertaining for you, just you wait! I’ll, I’l-“ Suddenly, the entire speaker seems to have been cut off and after a confusing couple of minutes of silence, it appears the speaker has stopped working entirely.. Deka speaks up and talks about how he and Nora agreed to show Nora’s Game3 + by placing it inside Deka’s Gameboy. Huddling together around the Gameboy, Deka switches it on.
  72.  
  73. Game3 +
  74.  
  75. >As the screen starts to light up, you are immediately brought to some kind of point in the ‘game’. As Deka is testing the buttons, it appears he controls a man in complete orange with something yellow on his chest: the graphics are nothing to write home about, but it appears the orange man is walking around empty streets at end with only a few spots of lights, which are probably streetlights.
  76. >After faffing about, Charles motions that Deka should start making haste and Deka starts to make the man only walk left: as he appears to be blocked from going anywhere else. Either it is a long street or the orange man walks incredibly slowly, as it seems to take ages: but eventually the buildings along the streets disappear and instead it appears to now take place on a parking lot.
  77. >Continuing moving left, the orange man reaches a large building with a large banner which shows a blue bunny as well as an incomprehensible text. However, as Deka wanst to make the man continue to the left: it seems the game does not allow so much. After a while of walking around aimlessly, Deka manages to move the man close enough to the large building’s door and the orange man enters immediately.
  78. >Upon entering the building, you are in some kind of large hallway: there isn’t a whole lot here and the lights are turned off. Trying to move up, further inside the building, yields no results: however moving to a door to the right side of the screen holds results as you enter a different room. This room holds several tables and other things, but nothing noteworthy as far as you can see, there is also another door to the top side of the screen; you walk towards it.
  79. >Entering this door leads you into an even smaller room, though the graphics make it hard to place: it appears that there are several musical instruments, party hats and decorations here. Then you spot something in the top-right corner of the room: a big blue thing? A man? It doesn’t look the same as the orange man you are controlling: its ears are way, way bigger and the body itself is also larger. Walking towards it gives you [this image]( http://i.imgur.com/M8c4jAw.png), what could it mean?
  80.  
  81. “-at I’m going to do!” as the speaker starts cracking again, “hey, why are you huddled around like that?” but none of you feel the particular need to say what you have been doing, instead you continue to make fun of the Conductor before you are eventually threatened to go to sleep. You then go back to ‘your’ couch and attempt to sleep: impossible with all the shaking of the train.
  82.  
  83. As you wake up, stiff from the wooden couch. You note that the entrances to the upper and lower wagons as well as the roof are already there, apparently the Conductor has realised that it is no use to try and attempt to be clever. As everyone is looking around, you start your foolproof act: “Ugh! My stomach, ohoh the pain! I feel sick!” you wonder if they are buying it. You see everyone slowly leaving to their respective destination. After a short stare at the grate on the ceiling, Charles(ewig) makes a run for the upper restaurant wagon; the orange jacket, which looks familiar, wearing Nora goes up to the roof, oddly invigorated, probably due to the drug; Charles proceeds to follow Charles’s trail and also leaves for the upper restaurant wagon. Leaving you alone with Deka and Samson: you keep up the the talk about being sick and Deka just looks at you until he turns around to leave for the lower kitchen wagon, leaving you alone with just Daniel. “You gonna go or not?” You ask, but Samson only shakes his head leaving you cursing in your mind.
  84.  
  85. “I’m going to take a rest man.” Samson meekly states as he goes back to lying on his couch, eventually you hear something opening and closing: whatever it is, you’re fairly certain Daniel is gone now. Leaving you alone in the wagon, so you stand up and walk over to the other side of the wagon and close the door to the restaurant wagon and the kitchen wagon, but leave a water bottle from closing the chute to the roof: giving you free rein without worry of the common room and you go back to your couch to attempt to have a nap. Closing your eyes, you attempt to ignore the large amounts of shaking that you’ve become so used to and sleep.
  86.  
  87. ...
  88.  
  89. Suddenly you hear a door being slammed open and you shoot up: you come face to face with a [somebody unfamiliar to you](http://i.imgur.com/b0YvMYj.png), his face is ice cold and stern but he appears to not be openly hostile to you: thank god, because it does not look like you can face him. Wearing a black long coat and boots only seems to amplify the fact that he is tall “You’re not supposed to be here.” He shortly states as he walks past you and places something down.
  90.  
  91. “I am aware of that.” You state, “who the fuck are you?”
  92.  
  93. “Does it matter?” he replies rather coldly
  94.  
  95. “Perhaps it does. Didn’t your mother teach you to never answer a question with a question?”
  96.  
  97. “Funny.” He merely says as he continues messing with some electronic device.
  98.  
  99. “Hey! What are you doing?”
  100.  
  101. “Doing my job.” He answers, he certainly doesn’t seem like a man that talks a lot: that much is clear.
  102.  
  103. “At the very least you’re not the Conductor.”
  104.  
  105. “Great observation. Want a medal?”
  106.  
  107. “What if I do?”
  108.  
  109. “Didn’t your mother teach you to never answer a question with a question?”
  110.  
  111. “Hmpf.” You’re at a loss of words, suddenly: the man stands up and presses a button his device. Next thing you know, you have your eyes closed; you hear nothing but a sharp white noise and are crouching down to the floor. As you open your eyes, your eyes still hurt from the sharp noise, you see that whatever was behind this wagon is now gone and the tall man is gone; in its place you see a small cartridge labelled ‘Game2 +’ and pick it up. You decide its best to just go to the next common room now as you climb to the roof. Feeling the air rush past you as your ears stop hurting.
  112.  
  113. Inventory:
  114. 2 Tokens
  115. Hallucinogen Type 3: This weird drug makes the target act irrationally agressive and unpredictable, if it weren't for the fact that it's fake.
  116. Antidote: Automatically consumed if drugged or poisoned, cancels those effects. You will be notified when it is used, but not whom did it or what item was cancelled.
  117. Poison: Tracks the locations of all players in real time.
  118. Bottle: CR 1; Hands 1; 1 use; can be a secondary weapon; breaks into a broken bottle upon use
  119. Game2 +: There should be a way to use this.
  120. Objective: Slothful: Do not intervene or take any action during a night.
  121.  
  122.  
  123. Day 3 Banishment
  124.  
  125. You are making your way to the next common room via the roof: the wind is blowing past you. You have no idea what just happened: the explosion was real enough, as is the cartridge that you have. But you’re perplexed at whom that person was, the tall man with the long coat, what did he say again? He was ‘doing his job’. The fact that he was not afraid of being close to you, and the explosions too, seems to suggest that he’s doing something else entirely. There’s also that weird cartridge, Game3 +; now you have a second one, Game2 +.
  126.  
  127. As you climb down the ladder to the small outside corridor that seperates the wagon you were just on from the wagon having the common room. You notice that the door is closed, and no amount of pulling the handle helps you in opening it. Since there’s no window, there’s no way to communicate with whomever is in the common room: you’re on your own. You do see another door open, the door to the upper restaurant, and since you’re lost and don’t particularly feel like walking to the front of the train, you go inside. Inside it’s dark, but there is light enough to see something truly horrifying: the corpse of Charles, a massive gash in the back of his neck. You check his body, but you find nothing, his hair is nicely groomed though. Blood spatters continue to the back of the room, where you find another corpse: this time belonging to Charles(ewig), the corpse of Charles(ewig) lies against the door, apparently desperately clinging to the possibility that the door will open and he can run away from whatever was attacking him. Speaking off, whatever was attacking him left many, many shallow cuts in his back: unlike with Charles, where it was only a single gash.
  128.  
  129. You turn around, Charles and Charles have both been killed: it can only be one of the other participants, or was it.. That stranger? You walk away with a sadness in your heart, you were never too fond of them: but one mustn’t speak ill of the death. You climb back on the roof as the sun starts to rise, you can’t stay here! So you decide the best thing to do is to walk to the front of the train in hopes of doing something, anything. As you climb on the wagon that holds the common room, you notice a trapdoor of sorts: it’s not like the trapdoors you have seen before, but maybe it leads to the common room? You decide to investigate as the sun starts to shine brighter, you go inside.
  130.  
  131. [As you land, you find yourself face-to-face with a man in a suit behind a bar.]( http://i.imgur.com/70x9t0l.png)
  132.  
  133. “Welcome, mister Samson.”
  134.  
  135. You walk closer to the counter and go ahead and sit right in front of the man: “Hmm, can I get a drink?”
  136.  
  137. “But of course, mister Samson.” The bartender speaks softly with a bow, “you certainly know your priorities.”
  138.  
  139. “Beer.”
  140.  
  141. “Certainly mister Samson, I expected nothing better from you of course.” He states with a slight hint of disdain, grabbing a large glass bottle and placing it on the counter and uncaps it before turning around, you immediately pick up the bottle and start chugging like a madman.
  142.  
  143. “Ahhh, refreshing.” You say with a sigh as the bartender turns around with a glass in his hand, sees that you’re drinking straight from the bottle; shakes his head and puts the glass on the counter regardless, you ask this mysterious figure the best question to ask as you stare right in his calm, black eyes: “Now who the fuck are you?”
  144.  
  145. “I was to serve that in a glass, mister Samson.” The bartender replies in his soothing voice, “your manners are certainly nothing better than I expected, but I still feel conflicted on how to feel regarding this.. Manners are important, mister Samson, it would do well for you to learn.”
  146.  
  147. He claps lightly in his hands before continuing his odd speech, “let us start by properly introducing ourselves.” All you do is swig from the bottle in reply, “Answer my fucking question.”
  148.  
  149. “It would do well for you to learn your place, mister Samson. I may serve for a living, but I am not the kind of person to allow others to walk all over me. You are not even valuable enough to be considered a cog within the machinery of society.” The bartender replies with a shake of his head, remaining calm and precise despite his apparent dislike towards you, “your demands imply you are threatening me for answers. A man does not give their information open so freely, as you should be well aware of.”
  150.  
  151. All you can do is swig in reply, but you give in: “I’m Samson, I work your typical office job as a desk jockey. Pretty, fuckin’, boring. Pretenders everywhere. I fuckin’ hated it. One day I blacked out and wope up on a train station, I’m sure you know the rest.. Now who the fuck are you?”
  152.  
  153. The bartender makes a simple, swift bow: “I am merely what you see: a bartender, thé Bartender, I serve and I pour, that has always been my life. Thankfully, it appears we share at least one similar thing: a joint dislike, or might I saw a distaste, for pretenders.”
  154.  
  155. After downing the bottle and listening to his introduction, you grin and grab another beer bottle. “We’re all killers, people should just admit it. It’s our instinct to survive. We will always put our needs above others.”
  156.  
  157. “Instinct is a strange thing indeed, some of the more weak minded will resort to killing as an instinct. Others build, serve and defend the beauty of this world and humanity itself: and they find happiness. You will always find exceptions in this world, mister Samson. I serve and I pour, I shall not put my own needs above that of any customer or visitor. Does that mean I still have an instinct to kill?”
  158.  
  159. “I think everybody has a killer inside them. No exceptions.” You simply state with a handwave, the Bartender looks amused, grabbing something from under the counter and points it to your face: a Desert Eagle.
  160.  
  161. “So if I pull the trigger to end your miserable existence, you’d have no trouble with it?” a sly smile appears on his face, but it quickly disappears again, you feel the blood rushing to your face and your muscles tense up.
  162.  
  163. “You could kill me, if that’s what you really want. I won’t stop you, but you said no a minute ago that you serve and you pour: you shall not put your own needs above that of any customer or visitor... What if I want to live? Are you a liar?” you feel a bead of sweat roll down your face.
  164.  
  165. The Bartender raises an eyebrow and shakes his head before silently putting the gun under the counter again. “It is true, at the very least what mind you have is capable enough of saving your own hide. It is best not to call people a liar to their face however, such offending words might bring up my natural instinct to kill after all. I am no liar.”
  166.  
  167. “Scary, aren’t you?” You take a deep breath and take another drink from your bottle, “so I doubt you’re the conductor then.”
  168.  
  169. The Bartender’s warm calmness seems to turn to ice cold fury, he turns around: his back to you, grabs a bottle of some spirit you don’t know and smashes it on the ground “I barely know this vile creature that calls himself the Conductor.”
  170.  
  171. “Uhuh, and yet you work for him?”
  172.  
  173. “I do not and will not work for that beast.”
  174.  
  175. “So what is your role here?”
  176.  
  177. The Bartender calmly turns around again, having regained his temper: “it appears that the list of things you suffer from should include short memory loss, as I have already told you: I serve.”
  178.  
  179. “You know the Conductor send me here, right? Why would he send me to someone that hates him?”
  180.  
  181. “Amusing, truly. The Conductor is an idiot, a dangerous idiot, and you appear to have that in common with him. He is not aware of you, or me. He knows you’re somewhere, but he is incapable of finding you, so he focuses on the other three.”
  182.  
  183. “I kinda want to kill him, think you can help me with that?”
  184.  
  185. “Killing him, for what purpose? Why would you desire to kill him?”
  186.  
  187. “He fucking kidnapped me and forced me to play some stupid fucking death game that he himself admits is fake!”
  188.  
  189. “Indeed, this game is a mere shadow of the actual one. But would you kill if the Conductor ordered you too? Would you accept that fate?”
  190.  
  191. “If it was too survive, I would do anything: you only have on life after all.”
  192.  
  193. [“A single life, curious. I suppose you can not understand.”](http://i.imgur.com/mlxsQFV.png)
  194.  
  195. “So about that gun...” you begin, hoping to finally be able to defend yourself. The Bartender moves his hand below the counter again, grabbing the gun and starts playing with it.
  196.  
  197. “My dear apologies, dear mister Samson. I have unfinished business to attend too, and I will be needing this. Now, before I leave you: is there anything you would like to know?”
  198.  
  199. “Worth a shot.” You state with a grin, “Do you know anything about the other guy that is running around the train trying to kill the Conductor? I met him before, he broke into my room..”
  200.  
  201. “Oh did you now? That would be B., there is no need to worry about him. He was like a paper tiger, he looks means and intimidating, but he had a kind heart. He was my best friend.” The Bartender looks away from you, “is there anything else?”
  202.  
  203. “Was?”
  204.  
  205. “My unwillingness to continue conversing with you draws closer and closer with every word that comes oozing out of your mouth, mister Samson. Do not push subjects that you should not bother with.”
  206.  
  207. “I found a cartridge, do you know what it means?”
  208.  
  209. “Ah, that would be one of those cartridges that B had been spreading around the train. I do not know why he kept insisting on doing that to be perfectly honest. I am not good with technology and I do not know what is on it. I do know that somebody else on the train has the device for it and perhaps there is a second device as well? Likely in whichever room this copycat keeps his electronics. Anything else, or have I served you well?”
  210.  
  211. “A final question, how do I escape?” The Bartender looks at Samson, nothing but a cold gaze in his eyes where before there was warmth, he walks to a wall: presses a button that leads to the roof and leaves, gun in hand.
  212.  
  213. “You can’t. But you’re free to try.”
  214.  
  215. Unsettled at this, you look around the bar: nothing but bottles filled with alcohol. At the very least you know a good place for a party, but you’re looking for something more usable right now. You walk around the counter and check at the place where he apparently kept the gun; you see two things still there and you might as well take it: a badge of some kind and two smaller cartridges that read Hate + and Love + respectively. Looking further around, you see nothing useful and decide to spend the rest of the day here until you’re sure you can sneakily join the others again.
  216.  
  217. Inventory:
  218.  
  219. 2 Tokens
  220. Bottle: CR 1; Hands 1; 1 use; can be a secondary weapon; breaks into a broken bottle upon use
  221. Hallucinogen Type 3: This weird drug makes the target act irrationally agressive and unpredictable, if it weren't for the fact that it's fake.
  222. Antidote: Automatically consumed if drugged or poisoned, cancels those effects. You will be notified when it is used, but not whom did it or what item was cancelled.
  223. Poison: Reduces the target’s CR with two.
  224. Game2 +: There should be a way to use this.
  225. Hate +: Tells you everyone who has listed you as an enemy thus far, can be activated at any time.
  226. Love +: Tells you who has listed you as an ally thus far, can be activated at any time.
  227. Security Officer Badge: The logo is scratched to the point of unrecognisability, you can see something resembling a blue bunny ear though. Under this scratched away logo is a name: "George Moodling".
  228. Objective: Slothful: Do not intervene or take any action during a night.
  229.  
  230. Actions night 3:
  231.  
  232. Allies: Daniel
  233. Enemies: Deka
  234. Neutral: Nora
  235. Apparently Daniel has left Samson a stick in front of the door where Samson was banished. If Samson sees it he would like to equip it along with his bottle. Samson would like to visit the upper seating area. Samson would like to run as fast as he can to the upper seating room. After arriving there, he is immediately searching for a better weapon to equip. If Samson has time, he would like to hide the fake hallucinogen somewhere easy to find by the others. Samson would like to equip the badge.
  236. Stipulations:
  237. • If his allies are poisoned/drugged, Samson will NOT give them his antidote.
  238. • Samson will not attack Deka if Samson only has one weapon.
  239. • If Samson sees that Deka clearly has superior weapons and seems hostile to Samson, he will run away into the other room by throwing tokens as a distraction
  240. • If someone is already attacking Deka, Samson will help them kill Deka regardless of his weapon situation.
  241. • Samson is prioritising weapons in his search. If he finds a better weapon, he will immediately equip it.
  242. • Samson prioritises survival so he will not kill if it means he will also die.
  243. • Samson is prepared to throw his tokens and/or his worst weapon at his attacker/s to escape.
  244. • Samson will loot any bodies he comes across.
  245. Mental State:
  246. • Samson was banished so he feels slightly alone. However he got access to alcohol which he believed to be a worthy trade.
  247. • Nora hasn’t ever tried to speak to Samson so Samson will be suspicious of her.
  248. • Samson doesn’t think Daniel is a threat since he looks beaten and bloody. He doesn’t believe he would risk a betrayal so he will let down his guard if he is alone with Daniel.
  249.  
  250.  
  251. Night 3:
  252.  
  253. You certainly met a strange person during the day, but he’s gone now and you have some new snappy items. You like the badge so much that you pinned it on, it just matches your eyes so well! However, you’re not sure how to tackle getting back in the game without suspicion, but you decide it’s best to just do it as direct as possible by going to the next wagon: logic would dictate that that should work out. You open the same exit that the Bartender used and decide to just walk over the roof, to the next wagon and go inside there: hoping to find some neat goodies and hopefully a whole lot less death.
  254.  
  255. Making your way across the roof, you reach the open part that connects the common room that you were never part of and the wagon that everybody should be in. You notice a stick lying on the ground, you might as well pick it up: another weapon is never a bad thing. You continue to make your way inside of the seating room, as you enter you see that the seating room looks a bit like the room you spend the day in: except that everything here is covered in a thick layer of dust and that there’s a window, although it is a broken window. You feel your badge being pulled at and as you look around: you see Deka crouching on the floor near the door with your badge, and a part of your shirt with it, attached to a magnet. You’re not amused at this theft, “Didja miss me, you fucker?” you say as Deka stands up: all he carries is a glass shard and the magnet: you smile slyly as you pull out your stick and bottle, you can take him.
  256.  
  257. Next thing you know, Deka throws his magnet towards you and you dive down to dodge it as you see Deka run away from you towards the counter. You chase after him, catching up to him halfway and as you swing with your stick towards his head: he dodges. You are vulnerable but you know you can still take him, even if he runs: but next thing you know you feel a sharp pain as something cuts your face and right eye. This only serves to anger you more as the blood starts gushing out, you swing your stick again and his Deka’s shoulder, breaking the stick and slamming him against the counter. You walk closer, bottle in hand, as Deka turns around and faces you with fear in his eyes: a sticky glove in his hand, but it won’t defend him. You raise your bottle above your head to smash it on Deka’s head but you suddenly feel a massive force crashing in on you from right: Deka managed to smash a barstool against you!
  258.  
  259. Your right shoulder hurts and you lie on the ground, but Deka has nowhere left to run. You see Deka run and dive behind the counter and you stand up again: feeling adrenaline throughout your entire body. As Deka also stands up, you see he now holds a small hammer! Suddenly feeling your chances of defeating him declining rapidly, you quickly grab your two tokens and throw them towards Deka as you yourself make a run for it. Unfortunately, the tokens do not appear to slow Deka down as he chases after you as you run towards the third common room, at least you’re faster. You cross the open section once again and run into the third common room, hiding in what you believe was Nora’s sleeping arrangement. You hope to all that is holy that Deka does not follow or find you, but there is nothing more you can do. You wait and hear nothing but the usual sounds of the train. Eventually, you hear muttering but you can’t hear it whatsoever: but suddenly, you hear Deka. “Hey! If somebody is still there, you better show yourself or else there will be trouble!” it’s an obvious attempt to get you to come out and you’re not about to fall for it.
  260.  
  261. You suddenly hear smashing, but you remain hidden. You know Deka is there and he will kill you: it is human instinct after all. The smashing stops and you wait: place the Hallucinogen Type 3 down on the ground as bait. Oddly enough, it appears that the train is going slower: you wonder why that is, could it be due to the smashing you heard? Eventually you seem to come to a complete stand still, leaving you even more confused than before: you wait.
  262.  
  263. Eventually, the waiting becomes too much so you decide to gather all your courage to stand up and go see if anyone is still there... But as you stand up and walk to the entrance, you see the impossible: the wagons in front of this one are gone and you are indeed standing still. You step outside, on the track: the bleeding of the vertical cut on your face has mostly stopped, and all you can see around you is desert. You realize you’re completely, utterly, fucked.
  264.  
  265. You are dead(?).
  266.  
  267. Actions night 4:
  268.  
  269. Allies: Nobody
  270. Enemies: Deka, Conductor, Bartender
  271. Neutral: Everyone else
  272. Samson is stranded and has no idea where he is. He will scavenge as much food and supplies from the wagon and amass them all in one of the resting rooms. He will search the wagon for information discerning his whereabouts. Samson remembers that the game was being broadcast on the internet so he will await rescue while cursing profusely.
  273. Mental State:
  274. • Samson is feeling slightly lonely
  275.  
  276.  
  277. Finale:
  278.  
  279. It’s hot. Holy. Shit. It. Is. Hot. You think to yourself as you sit in the common room of the wagon, why did this shitty game have to take place in the fuckin’ desert? You slowly stand up and walk outside: your throat drier than sandpaper with additional sand. Then you have an epiphany: the bar! Of course, the bloody bar of the bloody Bartender is still there: he may be a gigantic jerk but he did leave those drinks behind.
  280.  
  281. All you can think about is the amount of spirits and how drunk you’re going to get as you climb up to the roof of the wagon and enter through the trapdoor. Inside, it is not only cooler due to the insides being completely in the shadows: there are also bottles of beer, wodka and drinks you can’t even pronounce lined up and ready for you to drink. You open the first bottle and start gulping like a madman, though perhaps you are one after all.
  282.  
  283. ...
  284.  
  285. Your head feels dizzy as you wake up from the floor, it smells terrible in the bar and as you look to a puddle of puke close by you realise that it is your own fault for the smell. Is it your own fault though? It’s Deka fault for chasing you into this wagon and breaking it loose, probably; it’s the Bartender’s fault for not coming to rescue you after having such a bro-talk with him and it’s the fuckin’ Conductor’s fault that you even were on this stupid game of his! You feel hungry, but as you look around for anything to eat: you find nothing edible, except for the poison you carry and you’re not *that* stupid. Pushing your hurting brain to the limit, you think of things to eat as you realize that the bodies of Charles and Charles are... available. If it might come to it, you are willing to do so: human instinct to survive is strong of course.
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