Dawn returns as the clock begins to chime, banishing the monsters once more and silencing the raucous sounds of construction that dominated the night. Anyone in the Gardener’s Wing will hear and audible click as the exterior door unlocks. Anyone exiting will find themselves in the Greenhouse.
Anyone standing above, in the Day Room will notice that the door at the end of the Floating Hall has opened, leaving crumbly piles of dry wall behind. This allows any who wish to enter what seems to be another house entirely.
Anyone near the Dollhouse Room will notice something odd, amidst the normal flickers of lights in the normal house, another door opens. The house almost seems to have moved, a hallway connecting it to the already open house. But surely the Dollhouses mean nothing?
In the Blue Kitchen, should anyone be inside, a door appears next to the Dumbwaiter, it's solidly locked for the moment and impossible to get past.
The mist fades slower, burned away by the fog, and with it goes the fear and tension that has dominated the night. As it fades, drifting in clingy eddies around the house, something else appears. Although it seems strange, since the house is still full of a biting chill, there are seven butterflies to be found throughout the house. Touching them or coming near them causes anyone around them to be pulled into a memory. These memories feel real and like a character’s own memory so long as they are in them, and once the memory ends it becomes difficult to shake off entirely. The unwary might even find themselves integrating these memories into their own experiences, unnoticed even if they conflict. These memories and the emotions they experience affect characters as though they are living the events themselves. Even characters who would normally not have emotional reactions will be affected. Note that once experienced, the butterflies will not vanish, but will remain for the rest of the day.
Some of the memories include triggers for bodily harm and have been hidden under cuts. PLEASE READ THE TRIGGERS BEFORE CLICKING IN!
( Greenhouse )
***
( Wallpapered Parlor )
***
( Surgery Room - Trigger For Restraint And Amputation And Torture! )
***
( Day Room )
***
( Viewing Room )
***
( Parlor )
***
( Gardener's Wing - Some Harm Done To Hands )
Anyone standing above, in the Day Room will notice that the door at the end of the Floating Hall has opened, leaving crumbly piles of dry wall behind. This allows any who wish to enter what seems to be another house entirely.
Anyone near the Dollhouse Room will notice something odd, amidst the normal flickers of lights in the normal house, another door opens. The house almost seems to have moved, a hallway connecting it to the already open house. But surely the Dollhouses mean nothing?
In the Blue Kitchen, should anyone be inside, a door appears next to the Dumbwaiter, it's solidly locked for the moment and impossible to get past.
The mist fades slower, burned away by the fog, and with it goes the fear and tension that has dominated the night. As it fades, drifting in clingy eddies around the house, something else appears. Although it seems strange, since the house is still full of a biting chill, there are seven butterflies to be found throughout the house. Touching them or coming near them causes anyone around them to be pulled into a memory. These memories feel real and like a character’s own memory so long as they are in them, and once the memory ends it becomes difficult to shake off entirely. The unwary might even find themselves integrating these memories into their own experiences, unnoticed even if they conflict. These memories and the emotions they experience affect characters as though they are living the events themselves. Even characters who would normally not have emotional reactions will be affected. Note that once experienced, the butterflies will not vanish, but will remain for the rest of the day.
Some of the memories include triggers for bodily harm and have been hidden under cuts. PLEASE READ THE TRIGGERS BEFORE CLICKING IN!
( Greenhouse )
***
( Wallpapered Parlor )
***
( Surgery Room - Trigger For Restraint And Amputation And Torture! )
***
( Day Room )
***
( Viewing Room )
***
( Parlor )
***
( Gardener's Wing - Some Harm Done To Hands )