|| NIGHT 039: GENERAL As the day draws to a close, the sun is briefly visible in the sky. It leaves the full moon behind as it drops toward the horizon once again, shining almost blindingly in the sky for the short while that it is clearly seen. The moon, for its own part, has begun to reverse its course, dragging itself through the sky in the wrong direction. Anyone who tries to watch the extremely slow rise will find themselves feeling an extremely deep sense of unease and wrong as something so fundamentally true of nature is turned on its head.
The moon itself does not even look quite right; the light it’s casting strangely red in colour. The colour of blood washed out in the light.
Because the moon still remains in the sky, the actual change from day to night is nearly impossible to mark — it would be, in fact, if it weren’t for the deranged chimes of the clock. But even they seem wrong, the sounds dragging through the air with a strange slowness and distortion. As if even the very hour is unsure of what to make of the strange procession between day and night.
In place of the clocks, the Hellhounds and Glass Dogs seem to do their own part to announce the hour. They begin to howl as the moon starts its crawl back into the sky, a procession not quite in time leaving a discordant noise as all the dogs in the house join in. All houseguests who are in some way canine will find a nearly irresistible urge to join in the chorus of howls, even if they are not currently in a canine form and are incapable of properly howling.
The Hellhounds are particularly vicious tonight, even more relentless in their pursuit of blood and injury. Their barking seems to echo from far away, constantly growing closer to any who becomes injured. It is almost impossible, however, to tell how far away the dogs are or how much time there is to get away. One thing is certain: there isn’t much.
With the night a deep chill settles upon the house. Frost crawls up the window panes and houseguests find their breath chilling in front of their faces. It is not so cold as to be unbearable, but it is cold enough for the lack of warmth to be felt in everyone’s very bones, even those who are normally creatures of the cold.
For any character who has died, either in the House or in their world previously, they will find themselves waking up different. While they will be perfectly conscious, coherent, and possessed of their normal abilities, they will find that they are not breathing; they have no heart beat, nor any other vital signs, and will find themselves at best disinterested in food and drink for the night. Moreover, they will show more obvious physical changes - as if whatever deaths they’ve had were recent, wounds still fresh and marks and signs still apparent. For characters who have died more than once, it will be up to the player’s discretion; they may show the marks and signs of only one death, mixed effects of more than one, or all of them.
The injuries of these past deaths will not draw the attention of hellhounds by itself, but any new injury sustained tonight will set them on even a 'dead' guest. If a "dead" guest is torn apart, eaten by hellhounds, or runs into one of the more destructive hazards, they will awaken in the attic, with signs of the new death added to their state; while lost limbs and parts will be attached, it will feel loose and be unwise to put them to any real abuse or strenuous use.
Sensitives will periodically notice the walls bleeding, with a sound of footsteps and the faint impression of distressed, distant voices calling their name. Shortly after, they will be struck with a sense of vertigo, momentary lapses into an almost-faint, as if something is tugging them to sleep unnaturally that cannot quite grasp them. When the vertigo spell passes, everything returns to normal, but the sense of someone trying to get their attention never fades, and the spells occur randomly throughout the night.
If any guest stands anywhere near a Mirror anywhere in the house, they will hear noise, as if something on the other side of the glass is attempting to get their attention, scratching and banging frantically. If they look, they will find their reflection terrified and desperately motioning them closer, banging on the glass if they look away. In hallways and areas with more than one mirror, the effect will come simultaneously from every mirror vaguely close to the guest. Should the individual step closer or watch for more than around a minute, there will be another figure in the mirror - the Mirror Man, his skin and flesh more human despite maintaining his faceless state; once he appears, it becomes extremely difficult to look away without someone else pulling them away from it. He will step behind their reflection with a long knife, and if there is no aid, slashes their reflection’s throat, with the same fatal wound appearing on the hapless victim.
The Fireplaces throughout the house are lit; unfortunately, however warm they may look, the actual heat seems muted. A guest will find that they need to be right next to the fire to derive any warmth from it. To make matters worse, no sooner can someone settle comfortably before the fire flares out to a seemingly human figure stepping out. The Burning Man seems caught somewhere in mid-immolation, with patches of skin that seem to have not caught fire yet. His movements are stilted, almost conflicted, but if he manages to lay hands on a guest, the flames are no less lethal than normal, and his grip no less difficult to escape from.
The Wallcrawlers are active, agitated, and particularly aggressive tonight throughout all the houses, although occasionally given to pausing in their pursuit of guests to claw at themselves, sometimes to the point of tearing at their own skin. The creatures look less monstrous, with human eyes in their previously eyeless faces, patches of skin that look healthy and alive, scraggly hair hanging from their scalps, and may even occasionally attempt guttural noises through damaged and twisted throats.
The Echoes are out in force; their main focus seems to be on luring - those roaming the house will find familiar voices calling out to them, some desperate and begging for help, some calm and calling for their friends or family; anyone who follows these voices will quickly find themselves led into the nearest danger.
Outside, the Feral Deer are agitated. Their movements are restless as they shake their antlers and unfold and fold their wings, stomp at the ground and let out loud snorts of breath that are clearly visible in the chilly night air. They’re even more hostile than usual and are quick to go after anybody who gets too close, taking to the air to help their hunt. Anybody is fair game as they look for revenge for their fallen friend.
On occasion, feathers fall from their impressive wings, likely from a combination of stress and restlessness. It doesn’t seem to cause them any difficulty in flight but is still a benevolence to anybody who is quick enough to pick one up – the deer don’t seem to attack anybody holding one, perhaps because any guest who does appears to them as one of their own, or at least close enough.
The Huntsman, however, wouldn’t mind hunting down another deer, especially one so slow and ungainly.
A new face can be found in the midst of the herd: a lightly dressed woman who seems very fond of the winged beasts and impervious to the cold. She takes her time in stroking and kissing their faces and speaking softly to them, but despite how calming these gestures may look they clearly aren’t meant to be, and any deer she speaks to grow even more restless and frequently take flight.
She’s beautiful, but her smile has a dishonest quality to it and her laugh seems cruel. There’s something wrong with her appearance but it’s difficult to get close enough to see what the matter is. She stays close to the deer and if approached, will grab one of them to ride and urge them on their quest for blood.
Anybody who harms a deer or glass dog tonight, she will hunt down and remember.
The Greenhouse is teeming with growth, perhaps influenced by the full moon. Anybody who takes a minute to watch will be able to literally see the wildlife in here grow; slowly, sure, but definitely too fast for any normal plants. The grass itself seems to reach upwards and cling to the guests’ feet if they enter, and as the night goes on, the vegetation grows wild, untamed and even hostile.
The maze seems to twist and turn in on itself as the hedges keep growing in unpredictable directions, taking more space than it was ever allowed when it was trimmed and groomed. If a guest is foolish enough to enter it tonight there is an even greater risk of them not finding their way out.
It doesn’t stop there, however; throughout the night the grass, flowers and bushes all creep upwards the walls that surround them, soon blocking out parts of the first floor windows in the First house, subjecting the rooms within to darkness as the moonlight is blocked out.
Don is in the Gallery tonight. He is whole, though it does not take much to realize that there is still something greatly wrong with him. While he may look alive, his eyes do not look quite right, never meeting anyone’s gaze and staring largely past them. He is still violent, as if he were The Art Enthusiast, and throws himself at anyone who comes too close but now with the speed and wholeness of a living man.
The Chapel has come blaring back to life; the congregation is fully present. So long as a guest stays to the edges of the room and remains quiet, they remain in their seats, looking alive and whole, eyes fixed upon the Altar, waiting; at the slightest noise or any intrusion nearby, their attention fixes on the disturbance, and they rise to their feet in a group. Once moving, the facade of life decays away, as they all show signs of some form of violent death, many of them trailing fresh blood over the floor; they will fall upon any guest in a mass, immobilizing them and pulling them apart with strength beyond human.
The Priest is not within the chapel; instead, he roams the halls of the Second House, occasionally vanishing on one side of the chapel to appear on the other. While he will occasionally be caught mumbling fragmented pieces of Biblical verse, they are stilted and broken. He carries a long sword in one hand, a dark iron rod in the other. Anyone with powers, nonhuman, or who has died in the house will be attacked viciously as soon as he takes note of them, and he will pursue them as long as they remain within the Second House - while he will not enter the chapel in his pursuit, if someone attempts to use it to escape him and survives the congregation, they will find him waiting for them outside the other door. Magic and other powers seem to have little effect on him, and physical injury restores almost as soon as it’s caused. A normal human character that remains quiet can slip past him, but any attempt at interaction or approaching too closely will earn the same assault.
The Wax Girl is hidden from sight in the Rose Garden tonight, though she is far from difficult to find. The little girl sits curled up in a corner, repeatedly sobbing the word ‘mama,’ the pitch occasionally rising to what could almost be called a fearful scream. She shakes and trembles as she makes this plea. The rest of her family is nowhere to be found.
Strangely, the little girl has gained a pair of wings tonight. Just like the wings of any of the deer surrounding the house, the bloodied stumps of the wings' base have been attached to her waxen back, far too large for her tiny body. Molten wax still drips from her back in spots, her flesh having been melted around the wings to hold them in place. She sits in a pool of wax and gore, but seems hardly to notice.
None of the lights in the Third House are working, leaving only filtered red light to guide the way.
Those entering the Professional Kitchen will find the Lady in White; she will appear to each guest as whatever would be most attractive to them, whether a specific individual or a general ideal. She does not speak, but there will be a compulsion to go to her; those that cannot resist it will be drawn into an embrace, and soon find themselves waking in the attic.
Hana, the doll in the Silk Room, is in her glass case tonight. Only no longer does she look mostly peaceful—she clutches at herself as if in pain, eyes wide with horror as she stares ahead.
Across the hall, in the Velvet Room, a beast has appeared. It heaves and hollers at anyone who enters, and staying for more than a second will surely result in being torn apart by whatever creature this is. Only the very lucky and fast will survive.
Strangely, upon leaving the room or waking up in the attic, no one can quite remember what it was that they saw in there. All the remains is the certainty of danger and the feeling of dread.
Someone is screaming inside the Meat Freezer. The door will not open.
For those passing by the Bakery, warm light spills out from under the door; within, the room is well-lit by oil lamps, warmer than the surrounding house, with a few blankets and cushions set out along one wall. Many of the more elaborate pastries and goods are absent, but simpler breads, filled rolls, and simple hand-pies are in ample supply. A pad of paper, old fashioned pen, and an inkwell sit on the counter. The Baker is mostly busily occupied back and forth between the kitchen in back and the counter, whole and alive, if slightly pale and worn. If undisturbed, he will nod in acknowledgement to guests entering and motion to the blankets and food left out. He does not seem to mind guests lingering in his room, although those that seem capable who spend too much of the night within may occasionally find themselves handed notes with requests for water and other supplies for those taking shelter.
Dave remains in the Seedy Bar tonight, though something seems to have left him in an anxious mood. He paces distractedly through the bar as he goes about his tasks, though he doesn’t seem to notice. Speaking to him snaps him out of it, though it doesn’t last for long. Fortunately the bar is safe tonight, though any who stay for too long will find the place slowly grinding on their own nerves as well, leaving them unsettled and restless as the ticking of the clocks grows louder and louder.
Tick. Tick. Tick.
In the Courtyard of the Fourth House, sitting in a ring of charred grass where the bonfire once was, there has been a reappearance of the Huntsman. His gnarled form sits hunched over a pile of meat as he has appeared to guests before. His long, yellowed teeth gnash as he preoccupies himself with his work, head ducked to give a close look at the bone tearing through the skin and hair on is scalp. He seems mostly content to ignore the average houseguest, though any who provoke him will find themselves a more than welcome target to be added to his pile of meat.
Freshly killed next to him is the corpse of a deer, half skinned and gutted, leaving a mess of blood and entrails at his feet. On its back there remain only bloodied stumps where wings would have been, feathers scattered from the removed appendages. There is no sign of its wings.
The thing in his lap that he is working on appears to be a wallcrawler, though one couldn’t possibly tell by its humanoid screams as it’s skinned alive.
Something’s stirring in the Lake. The water is shifting just beneath the surface, a movement that is different from whatever waves the winds can muster up. While nothing can be seen that causes these shifts and the shifts themselves aren’t visible except to the highly intuitive or observant guests, those who against better judgment touch the water for more than a moment will be sure to feel the pull of something that wants to drag them down.
While not immediately deadly, if the water gets a hold of a guest tonight, it’s not inclined to let them go without a fight. Anybody who is submerged will not make it out alive.
Just on the edge of the lake is the Drowned Woman, or at least what appears to be her. The woman’s eyes are clearer than normal, no longer murky and glazed over. In fact, they seem surprisingly cognizant of what is happening around her, even while her behaviour has hardly shifted at all. Getting too close still causes her to grab for you, grip strongly in spite of the skin that almost slides off of her bones. The difference, however, is that now she seems lucid as she regretfully stares her victim down. Sometimes she manages to mumble a word, the sounds barely audible as they gurgle out of her throat and through the water clogging her lungs. ‘Help me,’ she says or, ‘I’m sorry.’ ‘I had no choice.’ ‘It’s too late.’ These moments of proper lucidity are always briefly, however, and soon she is attacking again in full.
The smell of death seems to be coming from the Den in the Fifth House tonight, something freshly killed and maimed in the centre of the room. It is almost impossible to see, however, whatever it is, through the teeming mass of Chestmouths that concentrate in the room. Though the sound of the crunching of bone might seem to indicate that some are eating the carcass, they seem almost more intent on fighting with each other, lumbering arms hitting one another and sharp teeth biting into one another as they scramble to get closer to thing in the centre of their mass for their share.
If someone is very careful and very quiet, they might be able to get back out of this room unnoticed; stay too long or make too much noise, however, and they are bound to notice whatever unlucky houseguest has found this deranged feast. Several of the beasts will turn on them, dragging their awkward forms across the room to their newfound prey. Something is different about them, however, that becomes apparent as soon as they have focused their attention on a houseguest. They have eyes tonight, some semblance of a human face on their heads though it is still mouthless, eyes that look too human to be anything else. Catching their gaze is almost mesmerizing, but leaves them no less dangerous. Except now they have another way to hunt.
The Safe Rooms tonight are The Student Bedroom, The Bakery 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. 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. Gentleman's 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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