ForumsForum GamesThe Infinite Subchambers of the Ganticombs

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Gantic
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Gantic
11,892 posts
King

You have no idea how you got here or where the way out is. SUDDENLY! Words appear out of nowhere.

Welcome to the Infinite Subchambers of the Ganticombs. You have been brought here against your will for the amusement of the Gantic. Each subchamber has two doors. One leading away from the main chamber and one leading toward it. The door leading toward the main chamber has an odd habit of locking itself, making it impossible to return to a previous chamber. The only way out is through. Maybe.

How to Play:
- Each player explores a subsequent chamber.
- Each subchamber is different.
- Post the subchamber number you are in.
- Describe the subchamber you are in.
- There are an infinite amount of subchambers and no way out.

Main Chamber
The main chamber is plain with walls of smooth oak boards. In the middle of the main chamber is a giant tear in spacetime that is oddly familiar. A forcefield prevents you from approaching it. In one wall is a door leading to another chamber.

And the next person describes subchamber 1.

()_() Gantic has taken over this thread.
(-ò_ó) Long live the Rabbit King!
o(")_(") Great is the White One!

  • 79 Replies
Gantic
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Gantic
11,892 posts
King

Subchamber 14: The giant stone blocks of the floor and walls of the chamber are lit by the glow of a shimmery silvery pool in the center. In the middle of the pool is a stone pedestal with a golden chalice on top. You attempt to reach out to the chalice, but you are mesmerized by the shimmering water. A loud clack and rumbling of stone on stone breaks you from your trance. You continue to the next subchamber, confused about what had happened.

Garriss
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Garriss
1,023 posts
Nomad

Subchamber 15: A small candle lights the room, and the floor is as cold as ice. An open book lies beside the candle, it is full of writing. You approach the book and suddenly it levitates in front of you. The markings come off its pages and a blinding light comes from it. The next time you opened your eyes, you were in a new chamber.

Chryosten
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Chryosten
17,384 posts
Herald

Subchamber 16: You see a tall marble pillar in a room made of stone with something shimmering on the top. You climb the pillar multiple times but to no avail as you slip off after a few metres. You walk around the chamber for a while before you accidentally step onto a hidden pressure plate which lowers the pillar down. You see that the shimmering object is a gold plate with intricate carvings on it. As as you go and pick it up, you suddenly black out and awaken in the next one.

09philj
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09philj
2,825 posts
Jester

Subchamber 17: This chamber is spherical and made of metal. There doesn't appear to be an exit. Suddenly the chamber starts to rotate at high speed and jets of water start to be fired at you. Eventually the spinning stops and a robotic voice intones "Cleansing complete. Proceeding to next chamber." The floor then opens beneath you and you are dropped into the next chamber.

Lowco1
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Lowco1
1,035 posts
Nomad

Subchamber 18: You wished it didn't happened. Then it has no doors only levers. You pulled one and you fell on the celling into a ogre's mouth.

09philj
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09philj
2,825 posts
Jester

Subchamber 18: You wished it didn't happened. Then it has no doors only levers. You pulled one and you fell on the celling into a ogre's mouth.
who spits you into the next chamber.

Subchamber 19: You enter a normal living room. Normal apart from the fact that everything in the room is made of red velvet, even the TV screen. Spongebob Squarepants is on TV. He's made of red velvet too. You sit down on one of the armchairs, and flick through the paper, which is velvet as well. You then leave for the next room.
Lowco1
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Lowco1
1,035 posts
Nomad

Subchamber 20: It has robotic traps. You did dancing to avoid it. Then you bit a cookie to find the exit.

09philj
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09philj
2,825 posts
Jester

Subchamber 21: This chamber plays a musical note with every step you take. You get distracted dancing to the music you make, until you lose track of time and the music gets louder and faster, then the room is spinning and you pass out.

Gantic
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Gantic
11,892 posts
King

Subchamber 22: You wake up looking at the ceiling of a chamber covered in futhark runes. You're not sure how you got here. The last thing you remember is passing out. Your body slides across the floor, but you hear no sounds and don't even feel the ground beneath you. Something pulls you into the next chamber.

danwar123
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danwar123
3,075 posts
Jester

23:Where another giant Ogre appears.You grab a sword and defeat it triumphly.You level up and advance to level 24,entering the next chamber.

FishPreferred
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FishPreferred
3,171 posts
Duke

Subchamber 24: You enter a narrow unlit corridor. It spans far off into the distance, but a bright room is visible just beyond. After a brisk walk, you find the room empty and featureless save a large oculus in the floor, through which a pattering sound can be heard. A compass rose is etched into the stone floor below with eight markings; a skull, a ?, a teardrop, the number 25, a smiling sun, n-1, two teardrops, and an O. Dropping down, you discover that the "room" below is a huge terrarium of impenetrable wilderness. A dense canopy of ivy hangs on the underside of the oculus, and seems to extend across the whole area. The only lighting is from small luminous mushrooms and the occasional burst of gas from the marshy ground. There is no clear route, and all paths seem to lead inexplicably to the same places. After a lengthy search, you try to rest upon a fallen log, but the perennial rain pouring violently through the ceiling makes the wait uncomfortable. Eventually, the ground beneath you sinks slowly, lifted away by the water, revealing a large hollow in the base of a nearby sequoia. A wide octagonal platform with eight handles rests in the bottom. It is hinged in the centre and can open in eight directions, each revealing a different passage. You recall the etchings you saw earlier, but the platform is free of markings and you have long since lost your bearing. You choose one passage, hoping it leads to freedom, but instead find yourself in subchamber 25.

danwar123
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danwar123
3,075 posts
Jester

25:The room is dark.The only light here is a small lantern hanging from the ceiling.You hear a groaning..And then you see a zombie!You dash to the door,But it's locked.
After using many tools to kill the zombie,you use a checkpoint and enter the next Chamber

09philj
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09philj
2,825 posts
Jester

Subchamber 26: As you enter the chamber, a sentient hat leaps onto your head! You suddenly find you cannot control your limbs, and start doing the funky chicken. Eventually, the hat gets bored and lets you go to the next chamber.

danwar123
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danwar123
3,075 posts
Jester

Subchamber 27:You look up.The ceiling is falling!The doors lock themselves.You desprately open the only unlocked door.You then dash into room 28.

Chryosten
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Chryosten
17,384 posts
Herald

Subchamber 28. A glass bottle materializes in your hand as you enter the room. You see a glass tank with a tap sticking out of it. You place the bottle under the tap and turn it on. Eventually, a murky blue liquid pours out of the tap and into the bottle. You turn the tap off and drink from the bottle. Suddenly, the room becomes some sort of a rainbow and a door materializes in front of you. You attempt to open it only to pass through it instead and into the next chamber.

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