
🎲GAME/BLOG INTRODUCTION
Welcome back, brave survivors, to Tracks of Terror: The Last Train to Save Your Butt. I’m Barnabas, taking a brief moment to breathe after our brutal face-off with the regenerating monster in Car 14. Yesterday, Penny and R.C. slashed and pummeled that abomination into chunks—but questions remain about leftover tissue that could still re-knit. Now, R.C. opts to Sneak away while Penny wants to Improvise a final solution. Let’s see how that shapes our next steps.
🦠 BACKSTORY REMINDER
Our old train ended in a disastrous, zombie-overrun wreck. We hopped aboard this second locomotive only to discover Car 14—a hidden EmergenTek lab filled with “subjects” that refuse to die easily. After freezing, hacking, and blasting the regenerating monster, we’ve got a moment of uneasy calm. But with stray bits of undead sinew still twitching, it’s not over ‘til it’s truly over.
Day 20: “Car 14—Mopping Up the Remnants”
Individual Choices
- R.C. (Sneak 👣)
Nerves still raw from the battle, R.C. decides to slip away from the gore-soaked lab. He’s determined to quietly scout the rest of the train—either for a safer compartment to regroup or to ensure there aren’t more abominations lurking nearby. - Penny (Improvise 🛠️)
With no desire to see the creature re-form, Penny focuses on how to dispose of the remains. She eyes the battered floor-release system, leftover freeze grenades, and half-fried consoles, determined to prevent any stray tissue from stitching itself back together.
How R.C.’s Sneaking Goes
- The battered corridor outside Car 14 is lined with flickering lights and broken luggage from the earlier chaos. R.C. moves with caution, pressed to the wall. He’s still nursing injuries, but adrenaline pushes him forward.
- He passes a sealed door marked “Maintenance Access Only” and hears faint scraping noises beyond it. Could be a lone zombie… or more EmergenTek nightmares. Rather than engage, he notes the location and creeps on.
- Further down, he finds a half-blocked passage leading to the next car. A chilling draft seeps through. “We must be near some structural damage,” he murmurs into his walkie-talkie—if it’s even functioning.
- Deciding not to go further alone, R.C. returns to Car 14’s threshold with new intel: we’ve got possible threats behind Maintenance Access and a questionable route to the next car.
How Penny’s Improvisation Unfolds
- Inside the lab, Penny gathers freeze grenades, hooking them to a half-operable cryo-line. She tests the floor-release mechanism’s hydraulics—still intact despite the earlier chaos.
- She painstakingly shovels chunks of frozen flesh into the center of the floor hatch. Every piece looks like it’s still twitching. “Not today,” she mutters, forcing down a gag as she scoops up rancid tissue.
- With a final lever pull, the battered floor-release panel groans open, dropping the remains into the roaring undercarriage of the train tracks below. Penny tosses in a freeze grenade for good measure, hoping the impact and cold will shred anything left.
Outcome: A Bit More Secure
- R.C. returns from his brief reconnaissance, battered but relieved he found no immediate new horrors.
- Penny manages to jettison the monster’s fragments. The roaring wind beneath the train likely scatters the bits across the tracks… or crushes them under wheels. If the creature does reanimate, it’ll be in thousands of tiny, scattered pieces.
- Car 14 remains a frigid mess, but for now, it appears we’ve prevented a worst-case scenario of leftover tissue re-fusing. The place still stinks of chemicals and decay, but at least the main threat is gone.
Subtle Clue: A faint, intermittent warning beeps on a console: “System Overload—Containment Integrity at 5%”. Could imply more meltdown-level hazards if we stay here too long.
THE SCENE: AFTERMATH IN THE LAB
R.C. shares what he saw: a suspicious Maintenance door, a half-blocked passage, and the sense that we’re nearing the front of the train or another critical area. Penny stands by the gaping floor-release hatch, thoroughly disgusted but convinced the monster’s remains are gone for good. A hush settles as a few survivors cautiously re-enter, stepping over frozen debris.
Now that Car 14 is (mostly) ours, do we secure it as a forward base, or do we push on? We’ve only got so much time before the next crisis hits.
SUBMIT YOUR GUESS BELOW
With the regenerating beast jettisoned, what do you personally do next?
- Fight ⚔️ – Take a team to the Maintenance Access door, forcibly open it, and destroy any potential threat hiding there.
- Sneak 👣 – Follow R.C.’s lead, quietly exploring the half-blocked passage to see what new horrors lie ahead.
- Improvise 🛠️ – Try stabilizing Car 14’s meltdown-level hazards or rig up a barricade. If “Containment Integrity” fails, who knows what will happen?
- Persuade 🗣️ – Rally the weary survivors for a final push, ensuring we’re unified before venturing onward.
- Loot 🔍 – Comb through leftover lab cabinets and data logs for any last-minute gear or info that might help in the next car.
🔥 CLIFFHANGER: WHAT’S BEYOND THE ICE-BOX LAB?
The regenerating monster is (hopefully) gone for good, but we might be sitting on a powder keg if Car 14’s systems fail. Tomorrow, we’ll discover if we can repair or outrun the meltdown threat—and what lurks beyond that blocked passage and locked Maintenance door.
Until next time, survivors, keep your wits sharp. One false move, and this train of nightmares will claim us all.
What to do?