CLOSE CALL

You stumble out into the corridor, and the door slams shut behind you. You can’t help but turn around, backing up as you do, eyes on the door.

But there is no movement, no sound. It’s almost as if you were never inside that room, as if the monsters behind were a figment of your imagination.

You heave a sigh of relief, then straighten up, glancing up and down the hallway. You still don’t have a souvenir to bring Mark, but there are more doors to explore.

What do you do?

* Open the werekin door.
* Go investigate the other two doors.

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