|| NIGHT 035: GENERAL The world swims in and out of focus, and guests may slowly realise they appear to be very low down. Perhaps laid out, for they can see both the ceiling high above and the span of the Dawn Room about them. Estella is still sat with the dog by her side still, and the light of the Lantern is warm and comforting as it seeps through the room and chases away shadows. She looks over and meets the guest's eyes, and if they were not near this house they may wonder at how they got here.
She stands, paces over until her height seems to dwarf them to unnatural smallness. Was she always this tall? Or have they shrunk?
Estella crouches, peers into their face and tilts her head.
"Wake up, sugar."
On cue, the house-guests blink their eyes open.
They find themselves standing in the middle of somewhere they were not a second ago. How did they get to this room? Just now they were somewhere else, and it was nearly dawn. The light levels had been slowly rising, at least, the way they do before the houses go through a day cycle. Now, the clock is chiming for night once more.
Time flies when you're having fun. If only they could remember what happened.
In All Houses there is an unnatural quietness this night, a lack of the usual activity. In place of the hive of ghosts and monsters, rats seem to frequent the rooms, running in and out of everywhere with easy confidence. They give guests a wide berth, as if wary of them.
Every now and then in All Hallways guests will spot hellhounds, roving in smaller groups. They, too, seem to be avoiding the guests -- as uncertain as they themselves are this night. The Wallcrawlers, however, do not seem to share their concerns. They move down the hallways -- no more than two or three together -- and sit in the shadowy corners of the ceilings, waiting to pounce upon the unwary.
Tonight the shadows are seen lurking around the corners. They seem more interested in the guests tonight, however, instead of aggressive; they follow at a distance, shadows stretching out and twisting into ungainly shapes. If a guest were to lash out against these mysterious shapes, however, it is doubtless that they would still become violent.
Guests who Wore Their Mask will find that on passing a mirror their reflection shows them wearing it still, in the full masquerade costume. If they look down at themselves they are definitely not, even if they have chosen to wear the plain cloth mask should they still have it, but their reflection suggests otherwise.
The insistent paranoia has eased a little, but the quiet wears all on its own. It almost seems to whisper, to make them question. In the stillness of it all, sometimes simply the sound of someone's voice is enough to grate on the nerves.
To make a guest wish another would be SILENT.
To make them so by whatever means necessary.
In the First House the chains flex and tighten around everything, shifting and snaking over each wall and ceiling they coat, beginning to engulf furniture.
Estella still sits in the Day Room, the light of her lantern seeming to stop the chains creeping past her to spread out into the hall. Stepping into the light gives guests a terrible migraine tonight, and she raises an eyebrow at their approach. She knows nothing of the vision they had, and seems rather amused by the idea. Every so often she glances down and her lips move silently, as if reciting something. Her fingers stay firmly wrapped around the handle of her lantern tonight.
The Ballroom has had it's scattered tables and chairs thrown and re-arranged into barricades. Smashed china litters the floor, silver cutlery lays tinged with blood and floral arrangements discarded against walls where they have been thrown -- water spreading out across the polished hardwood boards. The beauty of the room appears marred by chaos, although what caused it is as yet unclear.
In the Wallpapered Parlor the furniture has been overturned, the silver service scattered. Drops of blood scatter here and there as if a fight has broken out, and there are marks on the walls as if heavy things have hit it -- sharp scrapes through the mural from a blade. Touching at them seems to seep fear into a guest.
In the Gentleman's lounge further chaos has reigned, bottles smashed and some scorch marks where a fire has broken out. The stage has been damaged and broken glass litters the floor, some of it tinged with red. Ashtrays have been hurled against walls and left dents there and in the floor alike, and some of them have been used to leave dents in people from the looks of it. Scratches trail heavily across the deep wood of the bar, as if left by fingernails.
The Birdcage Room is in disarray. Several of the cages hang on angles, their chains skewed or the metal jarred and pulled apart. The weight never seems to settle quite right, causing open doors to be dragged across the floor, metal screaming. One cage, still upright, hangs higher than normal; a murder of crows occupies it, laughingly cawing at anyone who enters the room. The corpse has been completely cleaned, barely any shreds of meat or fur left, the bone itself broken through by the strange crystal growths. Every inch of the bones are covered in thin scratches and jagged indentations.
In the Bell Bathroom a Siren is relaxing in the overly large tub. Bubbles coat the surface of the water as she rinses her hair and feathers, humming under her breath. The sound of it is hypnotic, for she cannot help that, but she appears disinterested in the guests tonight -- shooting them unhappy glowers if they disturb her peace.
Music plays softly in the Seedy Bar, though no one can be seen to provide a source. Dave stands behind the bar, idly cleaning up the mess it has become. He is not particularly talkative this evening, casting a wary look at most who enter the bar, though he’ll continue to serve as needed. Unfortunately, staying too long in the bar leaves the guests feeling highly uncomfortable. A migraine begins to build, and they feel the need to step outside before it becomes too overwhelming.
In the Courtyard the white stones are spattered with spots of blood. Some of it drips in a trail up into the house, other patches have traces of hair in -- like someone has been smacked down into the stones. Scraps of cloth ripped from clothing are here and there, and someone has either smashed into or tried to break apart the gazebo to little avail. It remains, if damaged.
In a far corner, watching, the faint ghostly image of The Little Girl can be seen. She scowls in irritation, and fades away when people approach.
In the Abandoned Nursery the paint has been thrown everywhere, splattering the walls and floor with little regard for the artwork begun. Coverings have been disturbed from the furniture which has been overturned and dashed against something, wood splintering with ease. Blood smears across sections of wall amid the paint and decorates the sharp ends of broken fixtures and fittings. Touching a finger to the bloodied points seems to ignite a flash of rage, the urge to swing the wood in hand at the nearest person.
The inside mirror in the Bathroom of the Fifth House is splattered with blood. The reflection morphs just slightly as soon as anything appears in the image, the blood shifting to cover whatever is mirrored back. There is not a drop of blood on the mirror itself, though feeling for it will reveal a hairline fracture in the surface, a long and thin crack that runs perfectly across the neck of the house-guest. Anyone who allows themselves to be distracted for too long by the blood will find themselves with company. The Mirror Man slowly appears, stepping through the reflection of the door and approaching them, knife in hand. No apparitions of old loves appear tonight.
Within the Nest the sound of screaming can be heard. They are not screams of pain, however, more of rage. Rose is ripping the place apart, smashed glass from the bulbs spilling across the floor and pillows and jars crashing into walls. If anyone tries to enter the nest she raises the nearest thing to hand as a weapon and glowers them down, as if in challenge.
The safe rooms tonight are the Day Room, the Student Room and the Seedy Bar.
|| 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 27. Ballroom 28. Oak Hallway 30. Theater 31. Backstage 32. Locked Door 33. Music Room
 1. Hallway 2. Student Bedroom 3. Student 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. Basement 2. Dirt Hallway 3. Waiting Room 4. Doctor's Office 5. Supply Closet 6. Recovery Ward 7-11. Examination Rooms 12. Treatment Room 13. Surgery Room 14. Ward 15. Morgue
 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. Straight Hall 2. Public Restroom 3. Glass Half Empty 4. Fake Bedroom 5. Model Bedroom 6. Locked Door 7. Viewing Bedroom 8. Memory Bedroom 9. Photography Bedroom 10. Dark Room 11. Shelter Bedroom
 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 Courtyard 14. Priest's Room 15. Priest's Bedroom 16. Hallway 17. Locked Door 18. Rough Kitchen 19. Junior Dormitory 20. Bell Tower 21. Courtyard
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. 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
 1. Checked Hall 2. Wine Room 3. Green Bedroom 4. Soft Bedroom 5. Carnivore Bedroom 6. Herbivore Bedroom 7. Sweet Bedroom 8. Chamber of Purification 9. Nasty Bathroom 10. Horrific Hotel Room 11. Locked Door
Fifth House
 1. Outside Door 2. Plastic Hall 3. Bachelor's Kitchen 4. Garage 5. Abandoned Nursery 6. Boarded Room 7. Rough Hall 8. Old Bedroom 9. Bathroom 10. Pillow Room 11. Empty Bedroom 12. Patio 13. Poet's Room 14. Forgotten Storeroom 15. Mildewed Hallway 16. Broom Cupboard 17. Den 18. Unfinished Stairs 19. Workman's Room 20. Guest Bedroom 21. Lily Bedroom
 1. Upstairs 2. The Nest
 1. Leaky Basement 2. Ruined Apartment 3. Drained Parlour 4. Decaying Bathroom 5. Jammed Door
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[ OOC; The heavier effects of the night update can be played by player discretion. You may choose to have a character feel anything from a little snappish to a blossoming rage which makes them turn on a fellow character. It may fade in and out for the duration of the night, stay if you wish to play out the consequences of this, or blossom sharply once and then fade while they deal with the fallout.
Characters will come to in either the Ballroom, the Wallpapered Parlor, the Gentleman's Lounge, the Courtyard or the Abandoned Nursery. Their clothes will be in disarray.
Roll dice to decide which, and then roll again 1-5 to decide their injuries (1 being least, 5 being serious need of medical attention. You must roll for your room, but if you have a strong preference for a level of injury either way we won't begrudge you deciding that on your own. Good luck! ]
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