Midpoint Mods (
midpointmods) wrote in
midpointsaloon2020-05-08 08:33 pm
Welcome To Your Life (Jailbreak Mingle)
You find yourself in jail. An old-fashioned, dusty jail: three cells wide, six foot to a side and below ground level, judging from the tiny barred window half a foot from the ceiling, that looks out onto a flat expanse. Shimmering heat waves are already starting to form, the sun already burning hot, but your cell is comfortably cool and dry.
And empty. The only things in your cell are a sturdy plank bench, chained to the wall like a hammock, a solid-looking pillow and a hairy blanket sitting thereon. Any items you might have had on your person are sitting on the wall opposite your cell, nearly four feet away from the iron bars holding you: propped up on wooden shelves, hanging from thick metal hooks, or sitting on the floor if the item is particularly large.
Outside the occasional jangle of leather and metal, and the occasional chuffing breigh suggests that there must be horses outside, but otherwise the area is silent. Before too long, though, there's the sound of footsteps and jangling keys echoing from upstairs, getting louder and clearer as someone makes their way down to you...
I. Sooey Jail
The view from the windows drops off quite suddenly, about a mile past the bare scrubland bushes and occasional screeching roadrunner. In the distance, a plume of smoke is the only sign of a freight train rushing along its tracks, until the faint echo of its whistle hits the ear. While Inara Serra will likely be entirely unimpressed by the lacking cell, Daylight vis Lornlit will find it's far too small for him. Bucky Barnes is near silent as he dismounts outside.
II. Southern Point
The walls of the cells here are distinctly discoloured to nearly five feet high, an ugly brown with black mold growing in the cracks around the benches and corners of the room. The air is musty and damp, in sharp contrast to the hot, dry wind that blows in through the windows. Quicksword Irene will find her ever-present claymore on the wrong side of the bars, but Hajime Aikawa has company behind his - Ryo has come along, too. The sound of Fuwa tying his horse up is interrupted by a sharp yelp of annoyance.
III. Mountain Hole
The windows are cast in shade in these morning hours, which makes the cells distinctly cooler than the glimpses of clear blue sky and rolling heat waves suggest. Fully grown trees with needle-like leaves are visible outside, and the keen might just hear the echo of a chugging train. Taako will no doubt find the scene familiar; Yoda as well, if less sandy than some oft complained about; Jiro Azuma is undoubtedly the most confused here. Rocket and Groot can be heard outside, approaching and bickering.
IV. Dead Man's Doorstep
The higher the sun rises, the warmer it gets in the cells; even before midday it's unspeakably stuffy, and the hot breeze carries light waves of sand into the cells. The sound of ropes creaking, gentle and intermittent, under the strain of something heavy echoes through the cells, adding a disconcerting background noise to the already alarming context. Jo Harvelle will find sand in her hair; Sara Lance finds it everywhere else. Outside, Misty Day and Sam Wilson tie their horses together, and brace for their new teammates.
And empty. The only things in your cell are a sturdy plank bench, chained to the wall like a hammock, a solid-looking pillow and a hairy blanket sitting thereon. Any items you might have had on your person are sitting on the wall opposite your cell, nearly four feet away from the iron bars holding you: propped up on wooden shelves, hanging from thick metal hooks, or sitting on the floor if the item is particularly large.
Outside the occasional jangle of leather and metal, and the occasional chuffing breigh suggests that there must be horses outside, but otherwise the area is silent. Before too long, though, there's the sound of footsteps and jangling keys echoing from upstairs, getting louder and clearer as someone makes their way down to you...
I. Sooey Jail
The view from the windows drops off quite suddenly, about a mile past the bare scrubland bushes and occasional screeching roadrunner. In the distance, a plume of smoke is the only sign of a freight train rushing along its tracks, until the faint echo of its whistle hits the ear. While Inara Serra will likely be entirely unimpressed by the lacking cell, Daylight vis Lornlit will find it's far too small for him. Bucky Barnes is near silent as he dismounts outside.
II. Southern Point
The walls of the cells here are distinctly discoloured to nearly five feet high, an ugly brown with black mold growing in the cracks around the benches and corners of the room. The air is musty and damp, in sharp contrast to the hot, dry wind that blows in through the windows. Quicksword Irene will find her ever-present claymore on the wrong side of the bars, but Hajime Aikawa has company behind his - Ryo has come along, too. The sound of Fuwa tying his horse up is interrupted by a sharp yelp of annoyance.
III. Mountain Hole
The windows are cast in shade in these morning hours, which makes the cells distinctly cooler than the glimpses of clear blue sky and rolling heat waves suggest. Fully grown trees with needle-like leaves are visible outside, and the keen might just hear the echo of a chugging train. Taako will no doubt find the scene familiar; Yoda as well, if less sandy than some oft complained about; Jiro Azuma is undoubtedly the most confused here. Rocket and Groot can be heard outside, approaching and bickering.
IV. Dead Man's Doorstep
The higher the sun rises, the warmer it gets in the cells; even before midday it's unspeakably stuffy, and the hot breeze carries light waves of sand into the cells. The sound of ropes creaking, gentle and intermittent, under the strain of something heavy echoes through the cells, adding a disconcerting background noise to the already alarming context. Jo Harvelle will find sand in her hair; Sara Lance finds it everywhere else. Outside, Misty Day and Sam Wilson tie their horses together, and brace for their new teammates.

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Not likely anyone worried in Soldat's universe. Not after they killed Steve. S Soldat can say, after a moment of working past an unexpected lump in the throat,]
I hope so, too. For you. I'm sure you've got plenty of friends to worry.
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[Inara’s quiet for a bit after that, twisting the hat back and forth in her hands. It's hard not to think about her friends back home or the ones on the world she’d just left.]
Do they tell you anything about us before you go to retrieve us?
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[They toss the hand-written note with instructions on it onto the desk for her to see. It reads simply: Please collect your teammates at Sooey Jail. Round 84 begins in 2 days. Good luck! While she examines that, Soldat collects a pistol for her and loads it up.]
Do you know how to shoot?
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[Even the sight of the handgun, knowing it's for her, makes her vaguely nauseous. Good luck with this.]
I know the theory behind it. In practice I'm more of an archer.
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[But she seems very kind. They look between her expression and the gun, frown a little.]
We can see if there's a bow and quiver when we get to town, maybe.
[They're still going to offer the gun to her, though, holding it by the barrel so she can take the stock.]
Until then, though.
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Thank you. Should I take some ammunition as well, or is that easy enough to acquire in town?
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[They turn, picking up another shabby little box from the box they'd been at a minute before.]
--this. We'll see about a bow and arrow, though. Even if there isn't one today. There may be tomorrow. Or next week. Weird new things come in all the time.
[And he knows where some of the special vendors are, if nothing does come in.]
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I used to compete when I was young, but I have used a bow of sorts in combat before.
[Once, and she had very nearly died doing it, but he doesn't need to know that.]
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[They get a box of ammunition for themselves, too, tucking it into a pocket. For Inara, they fish a small satchel out of a box. She'll need that, too, if she wants to carry anything. That dress doesn't look like it has pockets.]
I've done a lot of these. Years worth. There's ways to do them without killing people, especially if the other team isn't smart.
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If we’re the only team with new people, we might be the ones who aren't smart.
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[Which is weird, in and of itself. That's not usually the case. This many people don't usually come in at once.]
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[Sorry, but it definitely sounds like people are going to die.]
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I can only think of a handful of missions that weren't a disaster on all fronts. So. Probably this one, too.
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[And they've had a lot of missions before. Only the really simple ones ever go right.]
We'll manage. And if we don't. I have more points than anyone else, I can cover things for you until you get some. Not sure if there's enough points ever to get out of here, though.
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[And, well, they do win a lot.]
Though maybe you get more if you do it with flair or something. Sometimes losing teams get points if they lose in an entertaining way.
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That's sometime in the future, anyway. Right now, we just need to get through this mission. And introduce you to your horse while we wait for. The last one. Do you now how to ride?
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I've done it before. Not in these conditions, I'm sure.
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[Soldat waves her outside with them, where the horses are waiting: two very large draft horses, and one very pretty black gelding of a much more normal size who is lipping his reins. All of them are tacked up and tied loosely to a wooden rail. This also shows some toothmarks.]
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[She looks the horses over. Will the poor robot even be able to ride?]
Which one's yours?
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This lady here. She's patient with me. Also strong enough to carry me. Which takes some doing.
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Inara approaches the horse and he immediately turns to nibble on the collar of her jacket. She barely avoids flinching in surprise at the sudden proximity of the horse's teeth to her face.] Oh!
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Did he bite you?
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