
🎲GAME/BLOG INTRODUCTION
Welcome once again, survivors, to Tracks of Terror: The Last Train to Save Your Butt. I’m Barnabas, doing my best to keep us alive as we push deeper into this deranged locomotive. Yesterday brought new tension when Penny advocated we Improvise, while a newcomer named R.C. insisted on all-out Fight. Let’s see which approach prevailed… and who paid the price.
🎁 HOW IT WORKS
We pick from Fight ⚔️, Sneak 👣, Improvise 🛠️, Persuade 🗣️, or Loot 🔍 each day, usually securing about 50% of a train car at a time. I then reveal the outcome next day—life or limb sometimes left behind. Track your correct guesses for the mystery prize and keep an eye out for special loot boxes. Surviving this trip is only half the battle.
🦠 BACKSTORY REMINDER
Abandoning our first doomed train, I (Barnabas) and a handful of scrappy survivors boarded this second locomotive. We’ve inched our way through the autorack car and uncovered hints of something horrifying in Car 14—EmergenTek’s lab or containment zone for “subjects that can’t die.” The blueprint we found hinted at a secret floor release mechanism. Could that be our ticket to flushing out unstoppable zombies? Only one way to find out.
Day 12: “Car 14—Containment Crisis (Part 1)”
Yesterday’s Mixed Approach
Penny wanted to Improvise 🛠️, likely planning to rig the rumored “emergency floor release” to drop any unstoppable zombies into oblivion. Meanwhile, our gung-ho newcomer, R.C., was all for Fight ⚔️—storm in with shotguns, axes, and good old-fashioned fury. When you clash those tactics, chaos is practically guaranteed.
What Happened
- Penny’s Plan (Improvise)
- She examined the blueprint from the EmergenTek trunk, locating a manual panel along the left side of Car 14’s entrance.
- With a couple of survivors, she pried open the metal cover to reveal a tangle of switches and levers. Probably controlling that floor release mechanism.
- They started fiddling with the system, hoping to set a trap for whatever undead horrors lurked inside.
- R.C.’s Assault (Fight)
- Meanwhile, R.C. and a small band of adrenaline junkies couldn’t wait. They kicked in the door, shot first, and asked questions never.
- Their surprise charge took out a handful of standard zombies milling around near the entrance. The noise, however, echoed through the metal chamber.
- This likely woke up something else—something inhumanly strong that roared and slammed into R.C. with bone-crunching force. Before we could react, it had flung him across the car like a rag doll.
- My Role
- I ran in after R.C. crashed into a console, half-blinded by sparks. Blood ran down his face, but he was still breathing (somehow).
- A massive, half-decayed figure—clearly an advanced experiment—lunged for us again. That’s when Penny’s plan kicked in: she threw a switch, and part of the floor behind the creature rattled open into the darkness below.
- We tried to bait it onto that drop zone, but it seemed cunning. Or maybe just enraged. In the end, we used a combination of R.C.’s wild gunfire and Penny’s lever-yanking to lure it just close enough. One wrong step—it fell through… shrieking all the way down.
The Cost
- R.C. is grievously injured. Several broken ribs, maybe more. He’s alive, but barely. We patched him up with whatever we had, but the infection risk is high—especially if he’s got open wounds.
- Some other survivors took scrapes and bruises, but the monstrous experiment was the real threat. If any more of those things are wandering around Car 14, we’re in trouble.
Subtle Clue: That unstoppable creature wasn’t the only occupant. We glimpsed silhouettes deeper in Car 14. More test subjects? Or standard undead? The swirling mist from cryo-tanks (or something) hangs in the air, adding to the uneasy vibe.
THE SCENE: CAR 14—ONLY HALF CLEARED
The floor release trap parted of a large chunk of the car’s center. Now the place reeks of chemicals, and random sparks flare from damaged consoles. We can’t secure the entire car yet—too much left unexplored in the gloom. For now, we’ve barricaded the section we can manage. R.C. lies propped against the wall, pale but conscious, muttering curses between ragged breaths.
Penny hovers near the control panel, triple-checking the levers. She’s worried something else might barge in while we’re unprepared. We’re hearing weird hissing sounds from beyond the flickering lights. Could be machinery. Could be something else waking up.
SUBMIT YOUR GUESS BELOW
We need to investigate the rest of Car 14. We’ve made a hole in the floor, and we know more horrors could be lurking beyond. What now?
- Fight ⚔️ – Press our advantage. If there are more mutants, better we attack them first than wait for them to come at us.
- Sneak 👣 – Slip around the partially caved-in floor, scout for additional threats, and avoid a brawl if possible.
- Improvise 🛠️ – Fine-tune the floor release system (and maybe rig up another trap) before moving deeper.
- Persuade 🗣️ – Rally the survivors. Some are terrified by R.C.’s near-death. We need them calm and cooperative to avoid a stampede or panic.
- Loot 🔍 – Scour the consoles, cryo-tanks, and any cabinets for intel or gear. EmergenTek’s secrets might help us survive (or doom us).
🔥 CLIFFHANGER: WHAT ELSE LURKS BELOW?
We dropped one monstrosity into the void below this train, but the blueprint suggested multiple “subjects.” If the others are half as resilient, we’re in for a fight. Tomorrow, we’ll find out which choice helps us secure Car 14—or if we’re stumbling straight into a bigger nightmare.
Stay tuned, survivors. And keep an eye on R.C.—the man’s tough, but even the toughest can fall.
Loot.