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allthekeys ([personal profile] allthekeys) wrote2014-12-12 09:51 pm
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Night 040

|| THREAT DOWN
|| NIGHT 040: GENERAL

As the sun sets, all those within the house will find themselves falling into a deep sleep; and while they sleep, they will find themselves dreaming.

There is nothing to see, as whoever they are seeing through has their head bowed and eyes closed; they are seated upon hard, flat wood, with the smell of incense filling the air.

Somewhere in front of them, there is a voice chanting in prayer, one that those who have previously encountered the man will recognize as the Priest. The language is unfamiliar to any of the guests, yet the meaning is understood regardless -

A prayer for protection and deliverance, to bring those innocent to safety; to see clearly and hold fast against deception and temptation, and for the strength to stand against those and other threats.


The chanting fades into silent darkness, a darkness that does not lift within the house, as all of the normal lights have gone out.

When they awaken, they will find themselves with a small, wrapped package in one hand. Within they will find a gold coin, inscribed with the still unreadable script used for the tattoos, and some kind of token or object of value from home. The gift may be anything that could reasonably be carried in one hand, excluding weapons and any magic stronger than a minor charm. Beside them is a candle, flickering against the gloom, and a small, folded envelope addressed to them. Within they will find a note, written in familiar hand, from someone important to them that is not in the house, alive or dead. While the exact content will vary by the writer, there is a general sentiment throughout all of the letters - to take care of themselves and not lose hope.

The air holds an uncomfortable chill, with outside-facing windows in many parts of the house refusing to stay shut. Snow has piled through the openings in drifts in the hallway, while the Open Hallway and any other outdoor paths are now almost tunnels, the snow deep enough to form walls on either side with only a narrow space overhead. Through that and an occasional crack in a second-story window, the stars and moonlight filter through; while the wind has picked up bitingly, the sky is clear aside from a few scattered clouds, although those grow in number as time progresses towards midnight.

The fireplaces throughout the houses stand cold and dark, although in each one a large log sits on a pile of tinder. For the time being, no matter what a guest attempts to bring some life to them, they stubbornly refuse to light, or show signs of any effect from fire or heat sources brought close to them.

Throughout the hallways, above any snow that has drifted in, mistletoe grows along the halls, odd runners spread between clumps with white berries that seem to be growing into the walls themselves. Anyone that eats any of the berries will find themselves severely ill for the rest of the night, as their vision blurs and they become light-headed, nauseous at the slightest hint of food, an effect that lasts until dawn unless some other mishap befalls a guest this night.

In one room of each house, guests will find an odd, plain, small table that was not there before. A carved sign above the table begs, "Give to those in need"; on the table is an empty plate, and a wide cup with a knife laid across the top. The cup shows some stains and faint flakes from dried blood. Interestingly enough, while a guest is lingering at any of these tables, any monsters or ghosts that might have been about go quiet, watching and leaving them be until they step away from it. The tables can be found in the Parlor of the First House, the Plain Kitchen of the Second House, the Gentleman's Lounge of the Third House, the Picturesque Entry Hall of the Fourth House, and the Den of the Fifth House.

The Wallcrawlers are out in all hallways tonight. Apparently sluggish from the cold, they’re not as intent to pursue as usual, but are just as dangerous as always if you get too close and will still chase down what they consider a good meal.

Sirens are scattered in any outdoor area, standing in the snow. Their wings are spread wide, fully open in the air and letting the breeze ruffle their feathers. Holding their hands to the air to catch falling snow, they do not seem bothered by either the cold or the houseguests, making them seem almost passive and inviting. They do not sing tonight, instead letting only their beauty and apparent innocence lead you closer. They remain deadly.

The Deer are no longer outside.

In contrast to the rest of the house, the light in the Ballroom is so bright as to be painful on the eyes; someone has strung up lanterns all across the room, the lights hanging from the ceiling intermittently. Though at first it seems as though the arrangement might be random, the more one looks at the lights the more they become convinced that there is some reason in the placement. No matter how long one stares, the pattern won’t become clear, even as eyes begin to bleed from a deep throbbing pain within them.

Rose sits curled in the throne of thorns in the Ballroom, knees pulled to her chest and crying. She is reluctant to speak to anyone tonight, though the persistent may find themselves with her attention. Curiously, the noises she is making sound more like those of an infant in pain than the wails of a distressed young woman.

Other than the girl, however, the room has been filled with festivity. Streamers and wreaths are strung haphazardly across the ceilings and walls, leaving erratic splashes of colour no matter where one looks. Some walls have been painted, images of castles and twisted rose bushes covering them. The paintings are all done in broad strokes, and if they are examined closely, houseguests will find that the paint is full of hand prints and smudges from fingers.

The dance floor is covered with silver and gold glitter, and each corner of the room is piled with small gifts. Investigation shows that many of the boxes are addressed to houseguests. Opening them, however, leads to a discovery of nothing but empty cardboard boxes wrapped in colourful paper.

Soft music fills the room, too slow for dancing, but clearly meant to be inviting. It likely would be, as well, were it not for the occasional loud, discordant note.

There are tables set up throughout the room, mostly along the edges, each carefully set. Each seat bears a blank name card—touching it makes ink slowly leak onto the pages, spelling out the true name of whoever touched it.

The figure in the Blind Bedroom has rolled completely to face the walls, curled into a tight ball. The blanket still obscures them completely, but the shape underneath could hardly be natural.

The pool in the Pool Room remains frozen, the woman underneath floating near the surface now. She no longer stirs, simply drifting below the ice. Now, however, she is joined by the Glass Dogs who play on the ice, digging and scratching as well as wrestling with one another. They seem entirely playful, until someone intrudes too deeply into their pack. They are, after all, still wild animals—and they are hungry.

Don comes to in the Gallery, sitting up and cradling his head in his hands. Anyone in there will feel the same vertigo as him, the room seeming to spin, though fortunately it does not last long. His hands and sleeves are covered completely in paint.

The Student Bedroom feels particular cold tonight, almost as if it is entirely empty of presence of heat. It does, however, remain safe.

That whirring, dreadful noise still persists on the way down to the First House Basement, though it no longer ceases upon stepping off the stairs. Instead it slowly grows louder as one ventures further into the basement. Just outside the Surgery Room the sound hits an overwhelming, almost deafening high that is feels physical and extremely painful. In entering the room, the effects worsen immediately: it’s not long before the houseguest will feel blood dripping from their ears down the sides of their neck and they rapidly lose consciousness. When they wake, it’s in the Attic.

In the Chapel, along the side wall away from the doors, sit a range of tables; mugs are laid out next to jars of hot, mulled wine, with simple loaves of bread, sliced meat, fruit pies, spice cookies, and sweetened bread with dried fruit laid out nearby. The Priest is oddly quiet and calm, occasionally pausing in pacing the room with incense to tend the tables; a pile of folded blankets sit by the altar. He seems oddly passive and distant, offering no signs of threat to any nor seeming to recognize those he's interacted with in the past. Those who enter the chapel will find that after a few moments, he pulls away from his repetitive tasks, approaching them with a blanket and an offered plate of food from the table. The food is warm, filling, well-made and looks fresh and perfectly normal, but anyone who eats it will find themselves swiftly growing tired and sluggish, disoriented, and oddly content, even while movement and basic coordination grow increasingly difficult. Soon after, they black out entirely, to wake up much later in the night in the attic.

None of the monsters will enter the chapel.

Calem and Hana remain sleeping in the Silk Bedroom. They seem restless, trembling in their dreaming states. Someone has placed a blanket over them, however, and it seems to have helped.

There’s a tree burning in the Orchard and the flames can be clearly seen as they rise high into the sky. The tree blackens and twists in on itself as the fire consumes it as if in pain, branches breaking off now and again as they turn brittle and frail from the assault. As the fire eventually dies down, a new tree is set alight.

A closer look reveals this to be the work of the Burning Man. He steps through the Orchard throughout the night, pressing his hands against the trees and burning them with the very same fire that is constantly tearing at his own flesh, and stops by each tree to watch as the destruction spreads.

Anybody foolish enough to approach will be burned as well.

There are dozens of miniature stars in the Courtyard that are slowly gravitating around some unseen point of gravity. They hang in the air at about eye level and are absolutely beautiful in their lazy rotation, spinning around their own axis as much as the center of the Courtyard itself. There’s a feeling of several people standing to watch them – staying still even if just for a few moments gives you the feeling of someone shifting beside you, murmuring something, or maybe there’s a distant cough; of course, nobody can be seen.

While not exactly densely packed, the stars still provide a bit of a hazard for anyone wishing to cross through, as they burn to the touch. Although painful it’s not severe unless a star is grabbed and held.

One each of these stars can also be found in the Birdcage Room, Soft Bedroom and Garage, where they will leisurely orbit anyone who enters and offer light, but not necessarily any safety.

The Cook has taken up residence in the Servant’s Kitchen tonight. The entire table is covered in raw foods that are mostly in a state of preparation: there’s poultry, beef, ham, pork, potatoes, root vegetables, plums, pumpkins and other less easily definable meats and vegetables. The stove and oven are both on and the room is notably warm compared to the rest of the house for this reason. Combined with the flavours and smells it might have been a nice place to linger, if not for the kitchen’s current inhabitant.

The Cook is working with each of the foods in a focused and brisk pace – slicing, dicing, carving, gutting – and doesn’t take kindly to being interrupted. He’s highly hostile tonight and will come after any guest who gets too close.

You might make a good addition to the table, after all.

Also in this room is the Wingless Deer that was previously roaming the halls. It’s bound in the far end of the room, several times over to ensure it doesn’t flee, with heavy ropes weighing on its legs, neck and muzzle. The ropes all come together to an iron ring in the wall that surely wasn’t there before. The poor animal fights against its bindings but seems tired and worn down, its attempts at freedom half-hearted. The open wounds on its back where its wings used to be are opened again and again as it strains muscles that became worthless the previous night.

The Empty Kitchen is locked up tonight and impossible to enter. From the small gap between the door and the floor there’s a steady flow of blood that pools into the hallway, getting bigger and bigger as the night progresses. From behind the door one might hear occasional thuds and choked sobbing, but for the most part there is an eerie silence resting over the spot. The blood, if touched, feels unnaturally warm.

Dave is in the Seedy Bar still, humming lightly to himself. He seems somewhat distracted, but cheerful enough, pouring out cider into glasses and lining the bar with them. He continues this task far beyond what is necessary, leaving dozens of drinks, no matter how many people are in the bar at the time.

There’s something very faintly glowing at the bottom of the lake with a pale, white light, but diving for it will surely be a bad idea.

In the Leaky Basement, the beast from Night 029 has returned. The light above it flickers periodically, leaving the creature in pitch darkness then dim light, one of the only lights remaining in the house. The light flashes off of dark scales, and its lips are curled back in a permanent grin with too many flat, grinding teeth. The massive, deformed monster lies low in the water, long front limbs stretched out and back legs dragging hooves across the water.

It is possible to get by it, if one is careful, for it sleeps deeply. For now.

The Safe Rooms tonight are the Student Bedroom 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



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

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