allthekeys: (Default)
allthekeys ([personal profile] allthekeys) wrote2013-05-17 10:53 pm
Entry tags:

Night 021


GO TO THREAT DOWN
|| NIGHT 021: GENERAL

Night falls seemingly without incident, the chimes fading away with nothing to show save for the dimming sky.

The house-guests will find themselves standing in a quiet house, the darkness complete around them.

Almost unnervingly, the walls begin to sing. Danielle's voice is soft, but distinct and clear throughout the houses.

"Ring around the Rosie,"

As the familiar words make themselves known, another voice speaks up, young and male, but equally clear.

"Let's play a game."

The words set off the giggles of children, and each of the Twelve Children appear in a location throughout the house, lips drawn into ghoulish smiles as they begin to chant.

In the ballroom, the Thirteenth Child appears, sitting on the floor. In his hand he holds a ball.

Shadow man, shadow man hides in the crack
steals your face so you can't go back
shadow man, shadow man, mean as sin
better get running if you see his grin


With each sing song line, the ball hits the ground, spreading cracks through the floor and making the house shudder.

"A pocket full of posies."

Danielle keeps up her song, briefly visible in the Floating Hallway, spinning in a circle. She is smiles brightly, not seeming bothered by the echoing chant. The shaking and shuddering of the house grows more intense, and the children laugh with her, the sound seeping through the house like a living thing.

The cracks in the Ballroom spread.

"Ashes, Ashes." A last shudder shakes the very foundation of the house, and she looks around with a frown -- the rhyme finishing flatly, leaving no room for laughter. "We all fall down."

The house drops.

Furniture and people will find themselves thrown into walls as the house stands for a brief moment on its end, as though they have run into something. The sudden halt to movement they would not have noticed before sends them end over end, no way to brace for impact and no warning for what has come.

It last for moments only, and then the house drops again, the sharp sound of breaking glass and crumbling metal grinding against stone.

For a moment, the house settles, tangles of furniture pushed aside as people try to right themselves.

The power has gone out again.

The doors to the Ballroom slam and lock.

The hallways remain slightly off, as though the house is leaning.

In the Third House the glass cases in the Velvet and Silk rooms have shattered, leaving their occupants sprawled on the floor in pained looking heaps, bare seeming able to rise. The man in the Wax Room curls further into himself, moaning a softer counterpoint to the children's manic rhyme.

In the Smoke Bedroom the jars covering the shelves have been thrown to the floor, and for a brief moment a glint of metal might be seen before it slides under the bed. The tobacco fills the air in dusty puffs of foulness, drifting into the hallway in a hazy cloud.

Anyone entering the Candy Store and the Herbal Bedroom will find them in similar disarray. Bottles shattered with their contents scattered on the floor, sticky, disgusting messes of useful items that will surely never be useful again.

Oddly enough, in several places in the Candy Store, the candies have mixed for form an acidic paste that is currently eating through the floor. Touching the toxic little goo will result in chemical burns on anything that touches it.

The quiet lasts for moments only, and the house-guests will only be able to begin to find their feet before a new rumble makes its way through the halls.

The stairwell that led to the Upside Down Observatory floods the upper hallway quickly, waves of icy cold water knocking any of the people who had regained their feet back down to the floor. The constant pressure makes moving through the upstairs of the First House difficult, and guests might quickly find themselves knocked down again -- helpless to avoid it.

The rush of water does not halt, and anyone in the Downstairs Of Any House might notice that the windows are beginning to press inward from the pressure of water outside.

There is only one real option for those downstairs, if they wish to survive.

Run.

The windows shatter inward, and the water quickly fills the downstairs area. Anyone who remains on any lower floor will be crushed by the pressure of the water.

Anyone who makes it to the Study will find the Mother's Ghost standing quietly in the middle of the room, staring at the door and the water beyond it. The water stops at the frame, and makes no progress into the room. She seems displeased with those who enter, but will not attack or force them back out into the water. Instead she stands, unmoving, in the center of the room, one hand slightly raised.

For those who dare the Study as the flood arrives, there is another puzzle piece to be unravelled. Lock has found his way into the room, bloody hands pressed to an uninjured leg, the torn fabric indicating that this should not be so. Despite all evidence to the contrary, however, the visible skin beneath the fabric is unmarked and pale.

The ghost seems intent on keeping any who enter the room away from him, physically placing herself between them and the child should they press the issue. She will not speak, but she is quite physically imposing when she decides to be.

The doors leading to the Library are locked, and no one can enter them.

Similarly, anyone who can make their way to the Seedy Bar or the Opium Den will find that the water will not enter, and despite the ceiling high current, they will not be harmed. The Barkeeper seems relatively calm, despite what is happening outside his door.

Sitting on the floor with her back to the bar itself is the Tormented Girl. She sips what appears to be hot chocolate, but stays silent despite the nearby company.

The water fills the Basement Levels and First Floors rising to two feet on the Second Floors before it begins to recede, though it does not go away entirely. The first floors of the houses will remain full of water, ranging from waist high to deep enough that they will have to swim to cross it. The windows remain open, allowing water to continue to rush in, though it might be difficult to escape through them. The water smells heavily of salt, and plants and other debris drift in the waves, lapping against the walls.

The night seems to calm around them, its fury spent.

But the peril has not left them behind.

Though the water has receded somewhat new shapes have appeared in the depths, indistinct and hidden within the darkness. Those that wish to try to swim might find that they have company, as what feels like fingers brush against their ankles and bodes, never quite closing with enough strength to drag them down.

A familiar shape appears from time to time in the water, reaching for them as though in an appeal for help. The Drowned Woman floats within the waves, found in all downstairs areas. Her touch is icy cold, and difficult to escape as she attempts to use them to drag herself free from the water's embrace.

The broken windows have admitted other denizens of the world into the house for the night. Glass Dogs pick their way into the house on the top of the water, tiny patches of ice forming beneath their feet. They bark and play, seemingly unconcerned about sinking and quick to rip bits of fabric up as makeshift toys. While not seeming particularly harmful, anyone injured in the water will find themselves surrounded by a waiting pack.

The Hunters have also returned, transitioning easily from the water to the air, creeping along nearly silently. They are invisible when hidden beneath the surface, and prone to lingering in corners -- waiting for the unwary to wade in.

The Feral Deer have also made their way into the house as well, though they stick to the upper floors, seeming cautiously interested in the open area, but not willing to wander very far from the open windows. They are quite dangerous, and quick to grab a house-guest to drag them back outside.

The Greenhouse is similarly flooded, large panes of the glass that normally protects it broken and scattered in the water, adding a further hazard for anyone who dare the area. Anyone looking from the top floors might see a distant light, gleaming in the murky fog of the area, but it comes no closer.

The Ravens seem to have taken offence to the night's events, and fly through the air making a horrible, restless racket. Though they will sometimes find a perch to rest on, they will not quiet the entire night.

Anyone who can make it onto the balcony of the Loft Bedroom will discover why the Ballroom is locked. It is currently full of people and creatures, many huddled in tiny circles, talking softly and peering around with obvious alarm. They are all dressed exactly the same, white shirts and white pants, and each wears the same faintly dazed expression.

Among the mass are a few familiar faces. Those who have met him might spot Carver pacing through the mass of people, never seeming entirely content to remain still for long.

Slightly less obvious than the giant of the man is the Photographer, he lingers near the piano in the far corner, fidgeting rather obviously with nothing in his hands.

In another corner is the Art Enthusiast, flexing his fingers like he is trying to grasp something. He stays to himself, occasionally glancing up to the overhanging balcony.

A large pack of Hellhounds has taken up an entire corner of the room, puppies playing among them. They seem more focused on grooming and lazing on each other, rather than paying attention to any of those they share the room with.

Representatives of most monsters can be seen in the room, passive despite their normal behavior towards the house-guests. A group of ten Sirens have curled together, and seem to be carrying on a soft conversations, inter-spaced with naps against each other. They're very physical, fingers running over each others wings and hair, and seem to take some comfort from the constant petting.

Several Skinless sit huddled together, their white clothes stained with blood. They talk from time to time, seemingly with some effort. Strangely, the other ghosts and monsters in the room seem inclined to avoid them.

The Wall Crawlers seem strange stranded on the ground, curled into what resembles a pile of puppies unhappy with their current state. The few times they seem inclined to head for the walls, the Phantasms appear, tossing them roughly back into the pile.

The Lady In White has settled in a corner beneath the Loft Bedroom. She holds a blanket to her arm to stem bleeding from a rather bad looking cut. She watches the other people in the room, but makes no move to converse with them. A rather odd line of light has wrapped itself around her throat, and seems to be causing her some pain, though she makes no sound to indicate that either injury is bothering her.

In the middle of the room the Carved Priest sits, robe drawn around his shoulders. In his lap he holds a small bundle that he seems utterly entranced with, though he does not move or speak. He holds it as though he holds a treasure, barely seemingly to dare breathing. The Phantasms seem to hover uncomfortably close to him, watchful of whatever he does.

The Wax Family has reunited for the moment, though they seem less than happy about their moment of togetherness. The Daughter seems to be edging closer and closer to the Lady In White as the night goes on.

The Cook has settled on the floor with a child held tightly in his lap. The boy is not immediately recognizable, but seems to be clinging to the man tightly, not allowing himself to be separated for a moment.

Though the people and monsters seem rather harmless themselves, many even seeming as wary as the house-guests looking down upon them, the six Phantasms moving among them do not offer any sort of reassurance, though the water threatening outside does not seem to trouble those trapped within the Ballroom.

The Bathrooms are completely unusable tonight, the toilets will not flush and many have been so badly flooded that the stench alone makes it better to avoid them. The house-guests will be forced to find other ways to relieve themselves.

As the first rumble shakes the house Shion begins to cry, clearly distressed by the noise. As the house drops anyone who shares blood with the Winchesters will find themselves rooted in place, surrounded by an aura the color of blood. They will not be touched as the house crashes to the ground, and any who are on the First Floors will find that the water parts around them, leaving a bubble of air that allows them to breathe without issue, despite the water flowing around them. As the water begins to drain, they will find themselves able to move -- and that the protection fades the moment they do.

As the water rushes into the Gardener Wing, Lily seems to grow agitated, face more intent than a baby of her age should be. As the water reaches the room, Soubi will find himself surrounded by flames, the water steaming and unable to touch him as it swirls around him. The water around them is unusually hot, and can cause burns if anyone gets to close to them, though the flames do not cause either of them any harm. As the water lowers to a manageable level, the flames flicker out and Lily sleeps.

The Ghost Children have not remained idle, and scribbles can be found on most of the walls. They range from simply marking the highest level the water has reached to drawings of people drowning or nasty notes. The children themselves do not seem at all hampered by the water, and will often linger just out of reach haunting those trapped within the water.

In the Diamond Dining Room large chunks of ice float in the seawater, bumping into people and making it harder to cross. The nearer the house-guests get to the table, the colder the water becomes, and any who get close enough to see it might see why. Sitting in the middle of the table is the Frozen Woman her cloak pulled tightly around her face. Where she touches the water, solid panes of ice have formed, though the further away from her it gets, the more likely it is to break away.

Anyone still holding onto one of the broken compasses might notice that the needles aimless spinning has halted, and the compass seems to indicate north. There is no apparent reason for this sudden change, and the guidance may prove useless, but it does seem odd enough to take note of.

Those who touched the butterfly during the day will find that its luminescent has passed onto them. They glow at varying levels, depending on how much they handled the bug. Strangely, the monsters will not enter a room that one of the glowing people is sleeping in, as though somehow in the act of sleeping they have made the room safe.

Anyone who took the pills during the day will find that their throats begin burning as night falls. The feeling is incredibly uncomfortable and will not resolve itself until they are submerged in the water. Once they have been completely covered in sea water, the burning will stop. They will also discover that they can breathe in the water, and that thin, almost translucent membrane has grown between their fingers and toes.

If any dare to glance out the window, they will see a world transformed. The water covers the ground; as far as they can see in the darkness little can be picked out save for the forlorn shapes of trees jutting up from the waves.

Outside, the water is deeper, and easily more treacherous, as the ground is uneven and a step can quickly send them over their heads.

Luckily, for those caught in the house tonight, the full moon has risen, providing some light for them to see by.

New arrivals will find themselves in the Slaughter House, safe from the waves and surrounded by the smell of blood. The chains rattle rather ominously above them, swaying as thought caught by the wind.

The safe rooms tonight are the Blue Kitchen, Seedy Bar and the Study.


|| THREAT DOWN

First House


1. Front Door 2. Entry Way 3. Coat Closet 4. Parlor 5. Formal Dining Room 6. Blue Kitchen 7. Doll Bathroom 8. East Hallway 9. Library 10. Study 11. Dawn Room 12. Closed Closet 13. Nursery 14. Dollhouse Room 15. Dollhouse 16. The Crack In The Wall 17. Maid Hallway 18. Clean Bedroom 19. Dirty Bedroom 20. Closet Room 21. Smoke Room 22. Yellow Bedroom 23. Vanity Room 24. Ivory Bathroom 25. Door to Basement 26. Supply Closet


1. Hallway 2. Princess Bedroom 3. Princess Closet 4. Mirror Bedroom 5. Journey Bedroom 6. Fairy Bedroom 7. Red Bedroom 8. Mask Bedroom 9. Trophy Room 10. Gallery 11. Observatory 12. Sewing Room 13. Glass Bathroom 14. Perfume Bedroom 15. Library 16. Cherry Hallway 17. Thin Bedroom 18. Dark Bedroom 19. Light Bedroom 20. Loft Bedroom 21. Ink Bedroom 22. Mosaic Bedroom 23. Day Room 24. Narrow Hallway 25. Store Room 26. Open Bathroom 27. Blind Bedroom 28. Door To Floating Hallway 29. Corkscrew Stair


1. Attic


1. Main Room 2. Green Room 3. Half Bath 4. Small Kitchen 5. Garden Closet 6. Empty Hall 7. Radio Room 8. Carpenters Room 9. Painter’s Room 10. Shared Bath 11. Glass Blowers Room 12. Tapestry Bedroom 13. Dollmaker's Workshop 14. Pottery Room


Second House


1. Stairwell Room 2. Wallpapered Parlor 3. The Open Door 4. Plain Kitchen 5. Pantry 6. Dining Room 7. Hallway 8. Half Sized Bath 9. The Blank Library 10. ??? Room 11. Open Hall 12. Rose Garden 13. Chapel 14. Priest's Room 15. Priest's Bedroom 16. Hallway 17. Locked Door 18. Rough Kitchen 19. Junior Dormitory 20. Bell Tower 21. Courtyard


1. Straight Hall 2. Public Restroom 3. Glass Half Empty 4. Fake Bedroom 5. Model Bedroom 6. Dusk Room 7. Viewing Bedroom 8. Memory Bedroom 9. Photography Bedroom 10. Dark Room 11. Shelter Bedroom

Third House


1. Wind Tunnel Hallway 2. The Front Door 3. Sitting Room 4. Leather Study 5. Gentlemen's Lounge 6. Diamond Dining Room 7. Professional Kitchen 8. Stable 9. Locked Door 10. Orchard 11. Hanging Tree 12. Hot Springs 13. Locked Door


1. Red Hallway 2. Herbal Bedroom 3. Costumed Room 4. Bell Bathroom 5. Locked Door 6. Playboy Bedroom 7. Statuary Bedroom 8. Candy Store 9. Stalker Room 10. Satin Room 11. Scented Bathroom 12. Birdcage Room 13. Hedonist Room 14. Carved Parlor 15. Silk Room 16. Get Away Cabin 17. Vanity Bathroom 18. Velvet Bedroom 19. Wax Bedroom 20. Husk Bedroom

Fourth House


1. Hanging Hall 2. The Slaughterhouse 3. Meat Freezer 4. Cheese Room 5. Salt Room 6. Preserved Storage 7. Fresh Storage 8. Hallway 9. Distillery 10. Humidor 11. Cramped Stairs 12. Hook Hallway 13. Smoke House 14. Drying Shed 15. Hot House 16. Lift


1. The Hoarder's Attic 2. Leftovers Cupboard 3. Lift


1. Tea Room 2. Cafeteria 3. Entrance Hall 4. Courtyard 5. Bakery 6. Patisserie 7. Overstuffed Kitchen 8. Ladies' Room 9. Mis-sized Dining Room 10. Men's Room 11. Servant's Kitchen 12. Unidentified Restroom 13. Empty Kitchen 14. Opium Den 15. Seedy Bar

--------------------------------

[ OOC: Feel free to decide how badly hurt their characters are, or to roll for it. It is entirely up to player preference! Here is a suggested damage scale, should you wish to roll:

1. Scrapes and bruises.
2. Contusions, cuts, and heavy bruising.
3. Broken Bones, moderate blood loss. Enough to inhibit mobility. Will require help or be very slow.
4. Major breaks, major blood loss, internal bleeding, head injures. Will require assistance to move to safety.
5. Massive blood loss, loss of limb, near death. Will not survive without treatment.
]

passed_torch: (Default)

[personal profile] passed_torch 2013-05-18 04:02 am (UTC)(link)
OK to send Saguru to finally check out the smoke bedroom/metal glint? /god I'm slow
waterfell: (darkury ☿ driven to her knees)

[personal profile] waterfell 2013-05-18 04:13 am (UTC)(link)
Mercury's at a 2: contusions/cuts/heavy bruising.

Since she's made herself at home in a second floor room, and her powers are back, she was probably up fairly high and is not too concerned about the water. She might be willing to help people get out of bad flooding situations if she comes across them and they can do/give something in return.

She also has good first-aid skills and would be willing to make a deal with someone - she'd give them decent treatment for injuries in return for something she wants again (food supplies? dunno)
Edited 2013-05-18 04:16 (UTC)
blankfighter: (smug Ϫ the perfect song at imperfect tim)

[personal profile] blankfighter 2013-05-18 04:14 am (UTC)(link)
Aoko: 4
Soubi: 2
Ken: 2
3x9: (HMM ♔ If I can think of something clever)

[personal profile] 3x9 2013-05-18 04:26 am (UTC)(link)
Ritz somehow managed 1 on the damage scale rolls.

I'm saying Tsuna's at a 3
shuttersense: (peer)

[personal profile] shuttersense 2013-05-18 06:09 am (UTC)(link)
Hana got a 4. He can heal himself or others if given treatment; he's a healer himself.

Rei is a 5.

Welp. Second near death experience for her.
leekspins: (Default)

[personal profile] leekspins 2013-05-18 07:54 am (UTC)(link)
Yikes, I rolled a 4 for Orihime. D: I can skip the roll, however, if someone would rather have her there to use her healing. Just let me know one way or the other!
kchikusa: (Default)

[personal profile] kchikusa 2013-05-18 12:16 pm (UTC)(link)
Okay great, I rolled a 4. I tried again and got another 4, and third time lucky I got a 5. Sobbing.
chosenfamily: (Default)

[personal profile] chosenfamily 2013-05-18 12:51 pm (UTC)(link)
Sam's okay because of amulet action.

Faiza's at a 1-2. Any higher and her powers would have kicked in.
champions_legend: (Default)

[personal profile] champions_legend 2013-05-18 12:54 pm (UTC)(link)
Leaf rolled a 3.

She's also one of those who took a pill, so yay! Water fights >3. She also has her dratini out with her most of the time while her venomoth will be out 40%, so the damages will be spread out, with the dratini in worse shape than the venomoth - and this is with what healing items she has crammed into her bag.

The pokemon will not be in the best mood by the end of the night and Leaf is likely going to be fairly traumatised. |D

Vexen gets a one by virtue of I need him mostly intact for now, but knowing me he'll likely end up as a 2.
bonnypiperlad: (knows where his towel is)

[personal profile] bonnypiperlad 2013-05-19 12:15 am (UTC)(link)
Jamie wound up with a 2, so he's a bit banged up but mobile. And he's glowing as well, if anyone needs a little extra bit of light or a good place to sleep around.
nowherefast: (Default)

[personal profile] nowherefast 2013-05-19 01:03 am (UTC)(link)
Laura got a 1, meaning she'll be fine. She also handled the butterfly a fair amount, so she's safe when she sleeps - if anybody wants her in a post or whatever for that reason (or any other!) just grab me. c:

Sammie got a 4 and I will likely post with her shortly, in which she will be very weak and extremely unhappy.
yardbird: How are you feeling today? :) (sorry we couldn't turn off the mirrors)

[personal profile] yardbird 2013-05-19 01:39 am (UTC)(link)
Welp, Murphy got a 3. Probably for the best, since he's been needing a bit of a "wakeup call" for awhile. If anyone wants to do something with him, I'm game!
false_oracle: (Default)

[personal profile] false_oracle 2013-05-19 08:10 am (UTC)(link)
Magus got a 2. He'll be in the third house. I am totally willing to upgrade him to a 3, 4, or 5 if anyone wants to heal him/save him. Otherwise, he'll be skulking off in a quiet corner, attacking night time things that come near and being pissy.

He got himself a concussion and a nicely bleeding head wound and is in the Seedy Bar.
Edited 2013-05-21 14:17 (UTC)
alwayssunnyinantiva: starsystems (Tell me more about spirit possession)

[personal profile] alwayssunnyinantiva 2013-05-19 06:08 pm (UTC)(link)
I'm not going roll because let's be honest here, a dude carrying at least six daggers, a quiver of arrows, vials of poison and bombs in glass flasks isn't going to come out of this with a 1 or 2.

Zevran will get a 4 but he'll be stubborn enough to crawl out or until someone finds him and then subsequently pass out (because following Daylen around makes someone a little too used to injury). ANYBODY WANT TO FIND HIM
magewarden: (Default)

[personal profile] magewarden 2013-05-19 06:25 pm (UTC)(link)
Daylen is fairly lightweight and not carrying anything heavy or sharp, aside from a lumpy wouldnt staff. So he's probably between a 2 and a 3, slammed into a wall a bit but not about to die.

He'll be near zev so he can heal him somewhat and give him his one injury kit, bringing zev up to about 3 in terms of damage I'd say, but they'll probably need a real healer to help them both totally recover.
istillbelieveinheroes: (Pfffff.... :/)

[personal profile] istillbelieveinheroes 2013-05-20 07:56 pm (UTC)(link)
Ben rolled a 1 - I think he really has Winchester luck :D Anyhow... A couple of small scrapes (Cheek and knees), and some small buses.

Coulson rolled a 3 - >:| ... that man has the worst luck. I'm going to give him a 2.5 however. AKA, modify it to something a little less dramatic. Broken hand, bloody nose, head bump. Something like that.
whitelily: (Default)

[personal profile] whitelily 2013-05-21 06:11 pm (UTC)(link)
Kanon rolled a 2, so just as I imagined it.

She's got a badly bruised left shoulder, cuts over her legs and scraaapes all over her limbs. She can walk and all, but isn't exactly in the best state of health.