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With all of the swag bulging in your dress that you have sinched shut and slung over your shoulder, and the new addition of the satchel over the other shoulder, the coat does not sit particularly comfortably, especially as it is just a little too short in the arms, as you expected. Still, you can move well enough in it … and it is free, so you really should not complain.
Now certain that you have snagged everything of value from the Comptroller’s Station, you get busy with your pocket lantern. Whatever the Hell is in the lantern’s tank, it burns really well. In less than a minute, you have about a dozen fires set all over the room. Your work in here concluded, you head to the door opposite of the one that you came in through. To your surprise, the only thing on the other side of the door is the landing for a steep stair down. You consider locking the door behind you, but then you decide against it, as it was unlocked and unbar – oh, Pattern’s Perdition! The other door! The damned thing was unlocked. Feeling like such a fool, you wrench the door open and dash back into the room. Blessedly, the fires that you set are still too small to present a danger, though several of them have grown precipitously in the minute or so since you lit them.
Once you have the door you first entered the room through unlocked and unbarred, you get the Hell out of that room. Closing the door behind you, you take the stairs down three at a time until you end up in another hallway. Like some of the others that you have been in, this one has supplies pushed up against its walls on both sides. But unlike those other ones, this one has pipes too – suspended overhead. In both directions. Suffice to say, you are not thrilled about the prospect of walking underneath pipes after what you saw happen in the tower, and down in the pit, but it appears that you are not going to have choice here. In both directions, the hallway runs straight, until it takes a sharp turn – beyond that, you cannot see anything.
Desperate to get some clue as which way is the safer of the two, you walk out into the middle of the hall, and once more strain your ears. The sounds of explosions and equipment seems to have stopped while you were in the Comptroller’s Station, but you can definitely hear the crackling of distant fires, as well as a bit of groaning and creaking, with the occasional thump as something falls – sometimes accompanied by a little quaking underfoot if it was close. You hope you are wrong, but you fear that this Refinery is not going to be long for this world.
Figuring that going left is just going to put you near places you have already been, you decide to go right, and get to jogging. The corner that you saw from the foot of the stairs turns out to be a dogleg – after passing through the pair of corners, you are once again in a long hallway, with supplies stacked high along the sides.