>>5810921The sound of voices echoed more loudly through the landing- clearly there was civilization on the other side of this. You could keep ascending, but that would be loud, now that you were this close. Turning back was equally tricky, and you weren't sure there was a way to navigate around to this level once you were down there.
You spare a look around. One of the maintenance hatches, maybe? There were plenty strewn around the stairwell in order to access the infrastructure behind the walls, but you weren't sure of the utility once you found your way in. It's not like they were meant to be traveled through, and you weren't sure you were strong enough to climb it vertically, much less silently.
<span class="mu-r">A Strain Check is the only dice roll you will make in this quest. When you attempt to Strain while your accumulated Strain is equal to your Conditioning score, you may attempt the action, but 1d10 must be rolled per dot in the corresponding Parameter. Results that are 6 or above count as one success. Dice that roll a 10 count as two successes. Three successes must be rolled to avert a critical failure. Fail or pass, after a Strain Check, you cannot Strain again until you restore your Strain by seeking shelter.</span>
>Turn back, find another way.>[Intuit] You don't need to worry about them. Just pretend that you're supposed to be there.>[Vigilance/Strain] Go up to the next floor.>[Vigilance] Get into the maintenance access.>[Logic] Pretend to be an authority.>[Write-In]