Rolled 74 (1d100)
>>5498143>>5498229>>5498243>>5498284>>5498487>>5498516While you almost decide to investigate that coughing your caution and sense of self-preservation gets the better of you. No way in hell are you going to go looking for trouble, and in a place like this anything still living is guaranteed to be dangerous. Whatever it is can continue coughing in peace.
You decide to head to the D-Wing instead. Familiar ground, and in case there is something that does more than coughing around here you know you won’t get lost if you have to start running. Unless there’s another bullshit loop, but you’ll only worry about that if you have to.
The corridor to the D-Wing is noticeably less damaged than the other corridors you’ve passed, giving you hope that you might find something useful there, or more information about what happened to this place. And you still don’t know how you’re going to get out. While you can move your arms about, your hands are stuck in place, as if they’re still gripping the blue ball you were told to pick up. Pricks. You wonder if they knew this would happen or they tell all the D-Class to pick up objects they know nothing about. Not like they’d tell you.
Eventually you stop coming across debris lining the halls, and there’s more rooms that haven’t had their doors or walls caved in. Things are looking good, though there’s still the occasional crack in the floor. And, would you know it, the Southern entrance is still intact. Open and unlocked too. You hope that’s a good thing. You walk in, briefly missing the familiar beep of the airlock as it seals one door and opens the other, when it’s working. This one has both doors open. You pass through the ajar doors and come to a ladder leading up.